dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-apfloat-reflect-denorm/0-opt.wgsl

75 lines
1.9 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : i32,
}
type Arr = array<strided_arr, 5u>;
struct buf0 {
x_GLF_uniform_int_values : Arr,
}
struct strided_arr_1 {
@size(16)
el : f32,
}
type Arr_1 = array<strided_arr_1, 3u>;
struct buf1 {
x_GLF_uniform_float_values : Arr_1,
}
@group(0) @binding(0) var<uniform> x_6 : buf0;
@group(0) @binding(1) var<uniform> x_9 : buf1;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var I : vec4<f32>;
var N : vec4<f32>;
var R : vec4<f32>;
var ref : vec4<f32>;
let x_40 : i32 = x_6.x_GLF_uniform_int_values[2].el;
let x_43 : i32 = x_6.x_GLF_uniform_int_values[3].el;
let x_46 : i32 = x_6.x_GLF_uniform_int_values[4].el;
I = bitcast<vec4<f32>>(vec4<u32>(bitcast<u32>(x_40), bitcast<u32>(x_43), bitcast<u32>(x_46), 92985u));
let x_51 : f32 = x_9.x_GLF_uniform_float_values[1].el;
N = vec4<f32>(x_51, x_51, x_51, x_51);
let x_53 : vec4<f32> = I;
R = reflect(x_53, vec4<f32>(0.5, 0.5, 0.5, 0.5));
let x_55 : vec4<f32> = I;
let x_57 : f32 = x_9.x_GLF_uniform_float_values[2].el;
let x_58 : vec4<f32> = N;
let x_59 : vec4<f32> = I;
let x_62 : vec4<f32> = N;
ref = (x_55 - (x_62 * (x_57 * dot(x_58, x_59))));
let x_65 : vec4<f32> = R;
let x_66 : vec4<f32> = ref;
let x_69 : f32 = x_9.x_GLF_uniform_float_values[0].el;
if ((distance(x_65, x_66) < x_69)) {
let x_75 : i32 = x_6.x_GLF_uniform_int_values[0].el;
let x_78 : i32 = x_6.x_GLF_uniform_int_values[1].el;
let x_81 : i32 = x_6.x_GLF_uniform_int_values[1].el;
let x_84 : i32 = x_6.x_GLF_uniform_int_values[0].el;
x_GLF_color = vec4<f32>(f32(x_75), f32(x_78), f32(x_81), f32(x_84));
} else {
let x_88 : i32 = x_6.x_GLF_uniform_int_values[1].el;
let x_89 : f32 = f32(x_88);
x_GLF_color = vec4<f32>(x_89, x_89, x_89, x_89);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}