dawn-cmake/test/tint/bug/tint/1118.wgsl

119 lines
3.7 KiB
WebGPU Shading Language

struct Scene {
vEyePosition : vec4<f32>,
};
struct Material {
vDiffuseColor : vec4<f32>,
vAmbientColor : vec3<f32>,
placeholder: f32,
vEmissiveColor : vec3<f32>,
placeholder2: f32,
};
struct Mesh {
visibility : f32,
};
var<private> fClipDistance3 : f32;
var<private> fClipDistance4 : f32;
@group(0) @binding(0) var<uniform> x_29 : Scene;
@group(0) @binding(1) var<uniform> x_49 : Material;
@group(0) @binding(2) var<uniform> x_137 : Mesh;
var<private> glFragColor : vec4<f32>;
fn main_1() {
var viewDirectionW : vec3<f32>;
var baseColor : vec4<f32>;
var diffuseColor : vec3<f32>;
var alpha : f32;
var normalW : vec3<f32>;
var uvOffset : vec2<f32>;
var baseAmbientColor : vec3<f32>;
var glossiness : f32;
var diffuseBase : vec3<f32>;
var shadow : f32;
var refractionColor : vec4<f32>;
var reflectionColor : vec4<f32>;
var emissiveColor : vec3<f32>;
var finalDiffuse : vec3<f32>;
var finalSpecular : vec3<f32>;
var color : vec4<f32>;
let x_9 : f32 = fClipDistance3;
if ((x_9 > 0.0)) {
discard;
}
let x_17 : f32 = fClipDistance4;
if ((x_17 > 0.0)) {
discard;
}
let x_34 : vec4<f32> = x_29.vEyePosition;
let x_38 : vec3<f32> = vec3<f32>(0., 0., 0.);
viewDirectionW = normalize((vec3<f32>(x_34.x, x_34.y, x_34.z) - x_38));
baseColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
let x_52 : vec4<f32> = x_49.vDiffuseColor;
diffuseColor = vec3<f32>(x_52.x, x_52.y, x_52.z);
let x_60 : f32 = x_49.vDiffuseColor.w;
alpha = x_60;
let x_62 : vec3<f32> = vec3<f32>(0., 0., 0.);
let x_64 : vec3<f32> = vec3<f32>(0., 0., 0.);
// Violates uniformity analysis:
// normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64))));
uvOffset = vec2<f32>(0.0, 0.0);
let x_74 : vec4<f32> = vec4<f32>(0., 0., 0., 0.);
let x_76 : vec4<f32> = baseColor;
let x_78 : vec3<f32> = (vec3<f32>(x_76.x, x_76.y, x_76.z) * vec3<f32>(x_74.x, x_74.y, x_74.z));
let x_79 : vec4<f32> = baseColor;
baseColor = vec4<f32>(x_78.x, x_78.y, x_78.z, x_79.w);
baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
glossiness = 0.0;
diffuseBase = vec3<f32>(0.0, 0.0, 0.0);
shadow = 1.0;
refractionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
reflectionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
let x_94 : vec3<f32> = x_49.vEmissiveColor;
emissiveColor = x_94;
let x_96 : vec3<f32> = diffuseBase;
let x_97 : vec3<f32> = diffuseColor;
let x_99 : vec3<f32> = emissiveColor;
let x_103 : vec3<f32> = x_49.vAmbientColor;
let x_108 : vec4<f32> = baseColor;
finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(1.0, 1.0, 1.0)) * vec3<f32>(x_108.x, x_108.y, x_108.z));
finalSpecular = vec3<f32>(0.0, 0.0, 0.0);
let x_113 : vec3<f32> = finalDiffuse;
let x_114 : vec3<f32> = baseAmbientColor;
let x_116 : vec3<f32> = finalSpecular;
let x_118 : vec4<f32> = reflectionColor;
let x_121 : vec4<f32> = refractionColor;
let x_123 : vec3<f32> = ((((x_113 * x_114) + x_116) + vec3<f32>(x_118.x, x_118.y, x_118.z)) + vec3<f32>(x_121.x, x_121.y, x_121.z));
let x_124 : f32 = alpha;
color = vec4<f32>(x_123.x, x_123.y, x_123.z, x_124);
let x_129 : vec4<f32> = color;
let x_132 : vec3<f32> = max(vec3<f32>(x_129.x, x_129.y, x_129.z), vec3<f32>(0.0, 0.0, 0.0));
let x_133 : vec4<f32> = color;
color = vec4<f32>(x_132.x, x_132.y, x_132.z, x_133.w);
let x_140 : f32 = x_137.visibility;
let x_142 : f32 = color.w;
color.w = (x_142 * x_140);
let x_147 : vec4<f32> = color;
glFragColor = x_147;
return;
}
struct main_out {
@location(0)
glFragColor_1 : vec4<f32>,
};
@fragment
fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out {
fClipDistance3 = fClipDistance3_param;
fClipDistance4 = fClipDistance4_param;
main_1();
return main_out(glFragColor);
}