dawn-cmake/test/tint/vk-gl-cts/graphicsfuzz/cov-asin-undefined-smoothstep/0-opt.wgsl

101 lines
2.6 KiB
WebGPU Shading Language

struct strided_arr {
@size(16)
el : f32,
}
alias Arr = array<strided_arr, 7u>;
struct buf0 {
x_GLF_uniform_float_values : Arr,
}
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var v1 : vec4<f32>;
var v2 : vec4<f32>;
var v3 : vec4<f32>;
var v4 : vec4<f32>;
var x_69 : bool;
var x_77 : bool;
var x_85 : bool;
var x_93 : bool;
var x_70_phi : bool;
var x_78_phi : bool;
var x_86_phi : bool;
var x_94_phi : bool;
let x_41 : f32 = x_6.x_GLF_uniform_float_values[2].el;
let x_43 : f32 = x_6.x_GLF_uniform_float_values[2].el;
let x_45 : f32 = x_6.x_GLF_uniform_float_values[0].el;
let x_47 : f32 = x_6.x_GLF_uniform_float_values[2].el;
v1 = vec4<f32>(x_41, x_43, x_45, x_47);
v2 = vec4<f32>(1.570796371, 1.119769573, 1.0, 0.927295208);
let x_50 : f32 = x_6.x_GLF_uniform_float_values[0].el;
v3 = vec4<f32>(x_50, x_50, x_50, x_50);
let x_52 : vec4<f32> = v1;
let x_53 : vec4<f32> = v2;
let x_54 : vec4<f32> = v3;
v4 = smoothstep(x_52, x_53, x_54);
let x_56 : vec4<f32> = v4;
x_GLF_color = vec4<f32>(x_56.x, x_56.y, x_56.w, x_56.x);
let x_59 : f32 = v4.x;
let x_61 : f32 = x_6.x_GLF_uniform_float_values[4].el;
let x_62 : bool = (x_59 > x_61);
x_70_phi = x_62;
if (x_62) {
let x_66 : f32 = v4.x;
let x_68 : f32 = x_6.x_GLF_uniform_float_values[5].el;
x_69 = (x_66 < x_68);
x_70_phi = x_69;
}
let x_70 : bool = x_70_phi;
x_78_phi = x_70;
if (x_70) {
let x_74 : f32 = v4.y;
let x_76 : f32 = x_6.x_GLF_uniform_float_values[3].el;
x_77 = (x_74 > x_76);
x_78_phi = x_77;
}
let x_78 : bool = x_78_phi;
x_86_phi = x_78;
if (x_78) {
let x_82 : f32 = v4.y;
let x_84 : f32 = x_6.x_GLF_uniform_float_values[6].el;
x_85 = (x_82 < x_84);
x_86_phi = x_85;
}
let x_86 : bool = x_86_phi;
x_94_phi = x_86;
if (x_86) {
let x_90 : f32 = v4.w;
let x_92 : f32 = x_6.x_GLF_uniform_float_values[0].el;
x_93 = (x_90 == x_92);
x_94_phi = x_93;
}
let x_94 : bool = x_94_phi;
if (x_94) {
let x_99 : f32 = x_6.x_GLF_uniform_float_values[0].el;
let x_101 : f32 = x_6.x_GLF_uniform_float_values[1].el;
let x_103 : f32 = x_6.x_GLF_uniform_float_values[1].el;
let x_105 : f32 = x_6.x_GLF_uniform_float_values[0].el;
x_GLF_color = vec4<f32>(x_99, x_101, x_103, x_105);
} else {
let x_108 : f32 = x_6.x_GLF_uniform_float_values[1].el;
x_GLF_color = vec4<f32>(x_108, x_108, x_108, x_108);
}
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);
}