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

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WebGPU Shading Language
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struct buf0 {
zeroOne : vec2<f32>,
}
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var v : vec2<f32>;
var d : f32;
let x_37 : vec2<f32> = x_6.zeroOne;
v = mix(vec2<f32>(2.0, 3.0), vec2<f32>(4.0, 5.0), x_37);
let x_39 : vec2<f32> = v;
d = distance(x_39, vec2<f32>(2.0, 5.0));
let x_41 : f32 = d;
if ((x_41 < 0.100000001)) {
let x_47 : f32 = v.x;
let x_50 : f32 = v.y;
x_GLF_color = vec4<f32>((x_47 - 1.0), (x_50 - 5.0), 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);
}