dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-struct-float-array-mix-.../0-opt.wgsl

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WebGPU Shading Language
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struct S {
numbers : array<f32, 3u>,
}
struct strided_arr {
@size(16)
el : f32,
}
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type Arr = array<strided_arr, 5u>;
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struct buf1 {
x_GLF_uniform_float_values : Arr,
}
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struct buf2 {
zeroVec : vec2<f32>,
}
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struct buf3 {
oneVec : vec2<f32>,
}
struct strided_arr_1 {
@size(16)
el : i32,
}
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type Arr_1 = array<strided_arr_1, 2u>;
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struct buf0 {
x_GLF_uniform_int_values : Arr_1,
}
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@group(0) @binding(1) var<uniform> x_7 : buf1;
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@group(0) @binding(2) var<uniform> x_9 : buf2;
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@group(0) @binding(3) var<uniform> x_12 : buf3;
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@group(0) @binding(0) var<uniform> x_15 : buf0;
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var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var obj : S;
var a : f32;
var x_49 : vec2<f32>;
var b : f32;
let x_51 : f32 = x_7.x_GLF_uniform_float_values[3].el;
let x_53 : f32 = x_7.x_GLF_uniform_float_values[2].el;
let x_55 : f32 = x_7.x_GLF_uniform_float_values[4].el;
obj = S(array<f32, 3u>(x_51, x_53, x_55));
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let x_59 : f32 = x_9.zeroVec.x;
let x_62 : f32 = x_7.x_GLF_uniform_float_values[0].el;
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obj.numbers[i32(x_59)] = x_62;
let x_65 : f32 = x_9.zeroVec.x;
let x_67 : f32 = x_7.x_GLF_uniform_float_values[0].el;
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if ((x_65 > x_67)) {
let x_73 : vec2<f32> = x_9.zeroVec;
x_49 = x_73;
} else {
let x_75 : vec2<f32> = x_12.oneVec;
x_49 = x_75;
}
let x_77 : f32 = x_49.y;
a = x_77;
let x_79 : f32 = x_7.x_GLF_uniform_float_values[0].el;
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let x_80 : f32 = a;
let x_82 : i32 = x_15.x_GLF_uniform_int_values[0].el;
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let x_84 : f32 = obj.numbers[x_82];
b = mix(x_79, x_80, x_84);
let x_86 : f32 = b;
let x_88 : f32 = x_7.x_GLF_uniform_float_values[2].el;
let x_91 : f32 = x_7.x_GLF_uniform_float_values[1].el;
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if ((distance(x_86, x_88) < x_91)) {
let x_97 : i32 = x_15.x_GLF_uniform_int_values[0].el;
let x_100 : i32 = x_15.x_GLF_uniform_int_values[1].el;
let x_103 : i32 = x_15.x_GLF_uniform_int_values[1].el;
let x_106 : i32 = x_15.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_97), f32(x_100), f32(x_103), f32(x_106));
} else {
let x_110 : i32 = x_15.x_GLF_uniform_int_values[1].el;
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let x_111 : f32 = f32(x_110);
x_GLF_color = vec4<f32>(x_111, x_111, x_111, x_111);
}
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);
}