dawn-cmake/test/bug/tint/1088.spvasm.expected.glsl

97 lines
2.4 KiB
Plaintext
Raw Normal View History

#version 310 es
precision mediump float;
struct tint_padded_array_element {
float el;
};
struct LeftOver {
mat4 worldViewProjection;
float time;
mat4 test2[2];
tint_padded_array_element test[4];
};
vec3 position = vec3(0.0f, 0.0f, 0.0f);
layout (binding = 2) uniform LeftOver_1 {
mat4 worldViewProjection;
float time;
mat4 test2[2];
tint_padded_array_element test[4];
} x_14;
vec2 vUV = vec2(0.0f, 0.0f);
vec2 uv = vec2(0.0f, 0.0f);
vec3 normal = vec3(0.0f, 0.0f, 0.0f);
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
void main_1() {
vec4 q = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec3 p = vec3(0.0f, 0.0f, 0.0f);
vec3 x_13 = position;
q = vec4(x_13.x, x_13.y, x_13.z, 1.0f);
vec4 x_21 = q;
p = vec3(x_21.x, x_21.y, x_21.z);
float x_27 = p.x;
float x_41 = x_14.test[0].el;
float x_45 = position.y;
float x_49 = x_14.time;
p.x = (x_27 + sin(((x_41 * x_45) + x_49)));
float x_55 = p.y;
float x_57 = x_14.time;
p.y = (x_55 + sin((x_57 + 4.0f)));
mat4 x_69 = x_14.worldViewProjection;
vec3 x_70 = p;
tint_symbol = (x_69 * vec4(x_70.x, x_70.y, x_70.z, 1.0f));
vUV = uv;
float x_87 = tint_symbol.y;
tint_symbol.y = (x_87 * -1.0f);
return;
}
struct main_out {
vec4 tint_symbol;
vec2 vUV_1;
};
struct tint_symbol_3 {
vec3 position_param;
vec3 normal_param;
vec2 uv_param;
};
struct tint_symbol_4 {
vec2 vUV_1;
vec4 tint_symbol;
};
main_out tint_symbol_1_inner(vec3 position_param, vec2 uv_param, vec3 normal_param) {
position = position_param;
uv = uv_param;
normal = normal_param;
main_1();
main_out tint_symbol_5 = main_out(tint_symbol, vUV);
return tint_symbol_5;
}
tint_symbol_4 tint_symbol_1(tint_symbol_3 tint_symbol_2) {
main_out inner_result = tint_symbol_1_inner(tint_symbol_2.position_param, tint_symbol_2.uv_param, tint_symbol_2.normal_param);
tint_symbol_4 wrapper_result = tint_symbol_4(vec2(0.0f, 0.0f), vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.tint_symbol = inner_result.tint_symbol;
wrapper_result.vUV_1 = inner_result.vUV_1;
return wrapper_result;
}
in vec3 position_param;
in vec3 normal_param;
in vec2 uv_param;
out vec2 vUV_1;
void main() {
tint_symbol_3 inputs;
inputs.position_param = position_param;
inputs.normal_param = normal_param;
inputs.uv_param = uv_param;
tint_symbol_4 outputs;
outputs = tint_symbol_1(inputs);
vUV_1 = outputs.vUV_1;
gl_Position = outputs.tint_symbol;
gl_Position.y = -gl_Position.y;
}