dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/spv-composite2/0.wgsl

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WebGPU Shading Language
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struct buf0 {
resolution : vec2<f32>,
}
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var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var indexable : array<vec4<f32>, 16u>;
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var x_66 : i32;
var x_66_phi : i32;
var x_69_phi : i32;
let x_52 : vec4<f32> = gl_FragCoord;
let x_55 : vec2<f32> = x_6.resolution;
let x_56 : vec2<f32> = (vec2<f32>(x_52.x, x_52.y) / x_55);
let x_64 : i32 = (i32((x_56.x * 10.0)) + (i32((x_56.y * 10.0)) * 10));
x_66_phi = 100;
x_69_phi = 0;
loop {
var x_67 : i32;
var x_70 : i32;
x_66 = x_66_phi;
let x_69 : i32 = x_69_phi;
if ((x_69 < x_64)) {
} else {
break;
}
continuing {
x_67 = (((4 * bitcast<i32>(x_66)) * (1000 - bitcast<i32>(x_66))) / 1000);
x_70 = (x_69 + 1);
x_66_phi = x_67;
x_69_phi = x_70;
}
}
indexable = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_78 : vec4<f32> = indexable[bitcast<i32>((x_66 % 16))];
x_GLF_color = x_78;
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
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@fragment
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}