dawn-cmake/test/tint/bug/dawn/947.wgsl.expected.wgsl

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WebGPU Shading Language
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struct Uniforms {
u_scale : vec2<f32>,
u_offset : vec2<f32>,
}
@binding(0) @group(0) var<uniform> uniforms : Uniforms;
struct VertexOutputs {
@location(0)
texcoords : vec2<f32>,
@builtin(position)
position : vec4<f32>,
}
@vertex
fn vs_main(@builtin(vertex_index) VertexIndex : u32) -> VertexOutputs {
var texcoord = array<vec2<f32>, 3>(vec2<f32>(-(0.5), 0.0), vec2<f32>(1.5, 0.0), vec2<f32>(0.5, 2.0));
var output : VertexOutputs;
output.position = vec4<f32>(((texcoord[VertexIndex] * 2.0) - vec2<f32>(1.0, 1.0)), 0.0, 1.0);
var flipY = (uniforms.u_scale.y < 0.0);
if (flipY) {
output.texcoords = ((((texcoord[VertexIndex] * uniforms.u_scale) + uniforms.u_offset) * vec2<f32>(1.0, -(1.0))) + vec2<f32>(0.0, 1.0));
} else {
output.texcoords = ((((texcoord[VertexIndex] * vec2<f32>(1.0, -(1.0))) + vec2<f32>(0.0, 1.0)) * uniforms.u_scale) + uniforms.u_offset);
}
return output;
}
@binding(1) @group(0) var mySampler : sampler;
@binding(2) @group(0) var myTexture : texture_2d<f32>;
@fragment
fn fs_main(@location(0) texcoord : vec2<f32>) -> @location(0) vec4<f32> {
var clampedTexcoord = clamp(texcoord, vec2<f32>(0.0, 0.0), vec2<f32>(1.0, 1.0));
if (!(all((clampedTexcoord == texcoord)))) {
discard;
}
var srcColor = vec4<f32>(0);
return srcColor;
}