dawn-cmake/test/bug/tint/1046.wgsl.expected.hlsl

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cbuffer cbuffer_uniforms : register(b0, space0) {
uint4 uniforms[10];
};
ByteAddressBuffer pointLights : register(t1, space0);
SamplerState mySampler : register(s2, space0);
Texture2D<float4> myTexture : register(t3, space0);
struct FragmentInput {
float4 position;
float4 view_position;
float4 normal;
float2 uv;
float4 color;
};
struct FragmentOutput {
float4 color;
};
float4 getColor(FragmentInput fragment) {
float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
if ((uniforms[8].y == 0u)) {
color = fragment.color;
} else {
if ((uniforms[8].y == 1u)) {
color = fragment.normal;
color.a = 1.0f;
} else {
if ((uniforms[8].y == 2u)) {
color = asfloat(uniforms[9]);
} else {
if ((uniforms[8].y == 3u)) {
color = myTexture.Sample(mySampler, fragment.uv);
}
}
}
}
return color;
}
struct tint_symbol_1 {
float4 view_position : TEXCOORD0;
float4 normal : TEXCOORD1;
float2 uv : TEXCOORD2;
float4 color : TEXCOORD3;
float4 position : SV_Position;
};
struct tint_symbol_2 {
float4 color : SV_Target0;
};
tint_symbol_2 main(tint_symbol_1 tint_symbol) {
const FragmentInput fragment = {tint_symbol.position, tint_symbol.view_position, tint_symbol.normal, tint_symbol.uv, tint_symbol.color};
FragmentOutput output = (FragmentOutput)0;
output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
uniforms;
mySampler;
myTexture;
pointLights;
const tint_symbol_2 tint_symbol_5 = {output.color};
return tint_symbol_5;
}