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

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#version 310 es
layout(location = 0) in vec3 position_param_1;
layout(location = 2) in vec2 uv_param_1;
layout(location = 1) in vec3 normal_param_1;
layout(location = 0) out vec2 vUV_1_1;
struct strided_arr {
float el;
};
struct LeftOver {
mat4 worldViewProjection;
float time;
mat4 test2[2];
strided_arr test[4];
};
vec3 position = vec3(0.0f, 0.0f, 0.0f);
layout(binding = 2) uniform LeftOver_1 {
mat4 worldViewProjection;
float time;
mat4 test2[2];
strided_arr 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;
};
main_out tint_symbol_1(vec3 position_param, vec2 uv_param, vec3 normal_param) {
position = position_param;
uv = uv_param;
normal = normal_param;
main_1();
main_out tint_symbol_2 = main_out(tint_symbol, vUV);
return tint_symbol_2;
}
void main() {
main_out inner_result = tint_symbol_1(position_param_1, uv_param_1, normal_param_1);
gl_Position = inner_result.tint_symbol;
vUV_1_1 = inner_result.vUV_1;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}