dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/stable-triangle-clamp-condi.../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_24 : buf0;
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var<private> x_GLF_color : vec4<f32>;
fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 {
let x_76 : f32 = (*(a)).x;
let x_78 : f32 = (*(b)).y;
let x_81 : f32 = (*(b)).x;
let x_83 : f32 = (*(a)).y;
return ((x_76 * x_78) - (x_81 * x_83));
}
fn pointInTriangle_vf2_vf2_vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f32>>, c : ptr<function, vec2<f32>>) -> i32 {
var pab : f32;
var param : vec2<f32>;
var param_1 : vec2<f32>;
var pbc : f32;
var param_2 : vec2<f32>;
var param_3 : vec2<f32>;
var pca : f32;
var param_4 : vec2<f32>;
var param_5 : vec2<f32>;
var x_137 : bool;
var x_169 : bool;
var x_138_phi : bool;
var x_170_phi : bool;
let x_88 : f32 = (*(p)).x;
let x_90 : f32 = (*(a_1)).x;
let x_93 : f32 = (*(p)).y;
let x_95 : f32 = (*(a_1)).y;
let x_99 : f32 = (*(b_1)).x;
let x_100 : f32 = (*(a_1)).x;
let x_103 : f32 = (*(b_1)).y;
let x_104 : f32 = (*(a_1)).y;
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param = vec2<f32>((x_88 - x_90), (x_93 - x_95));
param_1 = vec2<f32>((x_99 - x_100), (x_103 - x_104));
let x_107 : f32 = cross2d_vf2_vf2_(&(param), &(param_1));
pab = x_107;
let x_108 : f32 = (*(p)).x;
let x_109 : f32 = (*(b_1)).x;
let x_111 : f32 = (*(p)).y;
let x_112 : f32 = (*(b_1)).y;
let x_116 : f32 = (*(c)).x;
let x_117 : f32 = (*(b_1)).x;
let x_120 : f32 = (*(c)).y;
let x_121 : f32 = (*(b_1)).y;
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param_2 = vec2<f32>((x_108 - x_109), (x_111 - x_112));
param_3 = vec2<f32>((x_116 - x_117), (x_120 - x_121));
let x_124 : f32 = cross2d_vf2_vf2_(&(param_2), &(param_3));
pbc = x_124;
let x_125 : f32 = pab;
let x_127 : f32 = pbc;
let x_129 : bool = ((x_125 < 0.0) & (x_127 < 0.0));
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x_138_phi = x_129;
if (!(x_129)) {
let x_133 : f32 = pab;
let x_135 : f32 = pbc;
x_137 = ((x_133 >= 0.0) & (x_135 >= 0.0));
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x_138_phi = x_137;
}
let x_138 : bool = x_138_phi;
if (!(x_138)) {
return 0;
}
let x_142 : f32 = (*(p)).x;
let x_143 : f32 = (*(c)).x;
let x_145 : f32 = (*(p)).y;
let x_146 : f32 = (*(c)).y;
let x_149 : f32 = (*(a_1)).x;
let x_150 : f32 = (*(c)).x;
let x_152 : f32 = (*(a_1)).y;
let x_153 : f32 = (*(c)).y;
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param_4 = vec2<f32>((x_142 - x_143), (x_145 - x_146));
param_5 = vec2<f32>((x_149 - x_150), (x_152 - x_153));
let x_156 : f32 = cross2d_vf2_vf2_(&(param_4), &(param_5));
pca = x_156;
let x_157 : f32 = pab;
let x_159 : f32 = pca;
let x_161 : bool = ((x_157 < 0.0) & (x_159 < 0.0));
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x_170_phi = x_161;
if (!(x_161)) {
let x_165 : f32 = pab;
let x_167 : f32 = pca;
x_169 = ((x_165 >= 0.0) & (x_167 >= 0.0));
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x_170_phi = x_169;
}
let x_170 : bool = x_170_phi;
if (!(x_170)) {
return 0;
}
return 1;
}
fn main_1() {
var pos : vec2<f32>;
var param_6 : vec2<f32>;
var param_7 : vec2<f32>;
var param_8 : vec2<f32>;
var param_9 : vec2<f32>;
let x_63 : vec4<f32> = gl_FragCoord;
let x_66 : vec2<f32> = x_24.resolution;
pos = (vec2<f32>(x_63.x, x_63.y) / x_66);
let x_68 : vec2<f32> = pos;
param_6 = x_68;
param_7 = vec2<f32>(0.699999988, 0.300000012);
param_8 = vec2<f32>(0.5, 0.899999976);
param_9 = vec2<f32>(0.100000001, 0.400000006);
let x_69 : i32 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9));
if ((x_69 == 1)) {
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, 1.0);
}
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);
}