dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-fragcoord-multiply/0-opt.wgsl

75 lines
2.3 KiB
WebGPU Shading Language

type Arr = @stride(16) array<f32, 4>;
struct buf1 {
x_GLF_uniform_float_values : Arr;
};
type Arr_1 = @stride(16) array<i32, 1>;
struct buf0 {
x_GLF_uniform_int_values : Arr_1;
};
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(1) var<uniform> x_6 : buf1;
var<private> x_GLF_color : vec4<f32>;
@group(0) @binding(0) var<uniform> x_9 : buf0;
fn main_1() {
var icoord : vec2<i32>;
var x_40 : f32;
var icoord_1 : vec2<i32>;
let x_42 : f32 = gl_FragCoord.x;
let x_44 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_47 : f32 = x_6.x_GLF_uniform_float_values[0];
if (((x_42 * x_44) > x_47)) {
let x_52 : vec4<f32> = gl_FragCoord;
let x_55 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_58 : f32 = x_6.x_GLF_uniform_float_values[0];
let x_60 : f32 = x_6.x_GLF_uniform_float_values[2];
icoord = vec2<i32>(((vec2<f32>(x_52.x, x_52.y) * x_55) - vec2<f32>(x_58, x_60)));
let x_65 : f32 = x_6.x_GLF_uniform_float_values[2];
let x_67 : f32 = x_6.x_GLF_uniform_float_values[3];
let x_69 : i32 = icoord.x;
let x_71 : i32 = icoord.y;
let x_74 : i32 = x_9.x_GLF_uniform_int_values[0];
if (((x_69 * x_71) != x_74)) {
let x_80 : f32 = x_6.x_GLF_uniform_float_values[3];
x_40 = x_80;
} else {
let x_82 : f32 = x_6.x_GLF_uniform_float_values[2];
x_40 = x_82;
}
let x_83 : f32 = x_40;
let x_85 : i32 = x_9.x_GLF_uniform_int_values[0];
x_GLF_color = vec4<f32>(x_65, x_67, x_83, f32(x_85));
} else {
let x_88 : vec4<f32> = gl_FragCoord;
let x_91 : f32 = x_6.x_GLF_uniform_float_values[1];
let x_94 : f32 = x_6.x_GLF_uniform_float_values[0];
let x_96 : f32 = x_6.x_GLF_uniform_float_values[2];
icoord_1 = vec2<i32>(((vec2<f32>(x_88.x, x_88.y) * x_91) - vec2<f32>(x_94, x_96)));
let x_101 : f32 = x_6.x_GLF_uniform_float_values[3];
let x_103 : f32 = x_6.x_GLF_uniform_float_values[3];
let x_105 : i32 = icoord_1.x;
let x_108 : f32 = x_6.x_GLF_uniform_float_values[3];
x_GLF_color = vec4<f32>(x_101, x_103, f32(x_105), x_108);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>;
};
@stage(fragment)
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}