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

70 lines
1.5 KiB
WebGPU Shading Language

struct PointLight {
position : vec4<f32>;
};
[[block]]
struct PointLights {
values : [[stride(16)]] array<PointLight>;
};
[[block]]
struct Uniforms {
worldView : mat4x4<f32>;
proj : mat4x4<f32>;
numPointLights : u32;
color_source : u32;
color : vec4<f32>;
};
[[binding(0), group(0)]] var<uniform> uniforms : Uniforms;
[[binding(1), group(0)]] var<storage, read> pointLights : PointLights;
[[binding(2), group(0)]] var mySampler : sampler;
[[binding(3), group(0)]] var myTexture : texture_2d<f32>;
struct FragmentInput {
[[builtin(position)]]
position : vec4<f32>;
[[location(0)]]
view_position : vec4<f32>;
[[location(1)]]
normal : vec4<f32>;
[[location(2)]]
uv : vec2<f32>;
[[location(3)]]
color : vec4<f32>;
};
struct FragmentOutput {
[[location(0)]]
color : vec4<f32>;
};
fn getColor(fragment : FragmentInput) -> vec4<f32> {
var color : vec4<f32>;
if ((uniforms.color_source == 0u)) {
color = fragment.color;
} elseif ((uniforms.color_source == 1u)) {
color = fragment.normal;
color.a = 1.0;
} elseif ((uniforms.color_source == 2u)) {
color = uniforms.color;
} elseif ((uniforms.color_source == 3u)) {
color = textureSample(myTexture, mySampler, fragment.uv);
}
return color;
}
[[stage(fragment)]]
fn main(fragment : FragmentInput) -> FragmentOutput {
var output : FragmentOutput;
output.color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
ignore(uniforms);
ignore(mySampler);
ignore(myTexture);
ignore(pointLights);
return output;
}