dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-folding-rules-split-vec.../0-opt.wgsl

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WebGPU Shading Language
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var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var v : vec4<f32>;
let x_23 : vec4<f32> = v;
v = vec4<f32>(vec2<f32>(1.0, 1.0).x, vec2<f32>(1.0, 1.0).y, x_23.z, x_23.w);
let x_25 : vec4<f32> = v;
v = vec4<f32>(x_25.x, x_25.y, vec2<f32>(2.0, 2.0).x, vec2<f32>(2.0, 2.0).y);
let x_27 : vec4<f32> = v;
if (all((x_27 == vec4<f32>(1.0, 1.0, 2.0, 2.0)))) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
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@fragment
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fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}