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

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#include <metal_stdlib>
using namespace metal;
struct PointLight {
float4 position;
};
struct PointLights {
PointLight values[1];
};
struct Uniforms {
/* 0x0000 */ float4x4 worldView;
/* 0x0040 */ float4x4 proj;
/* 0x0080 */ uint numPointLights;
/* 0x0084 */ uint color_source;
/* 0x0088 */ int8_t tint_pad[8];
/* 0x0090 */ float4 color;
};
struct FragmentInput {
float4 position;
float4 view_position;
float4 normal;
float2 uv;
float4 color;
};
struct FragmentOutput {
float4 color;
};
struct tint_symbol_3 {
float4 view_position [[user(locn0)]];
float4 normal [[user(locn1)]];
float2 uv [[user(locn2)]];
float4 color [[user(locn3)]];
};
struct tint_symbol_4 {
float4 color [[color(0)]];
};
float4 getColor(FragmentInput tint_symbol, const constant Uniforms* const tint_symbol_6, texture2d<float, access::sample> tint_symbol_7, sampler tint_symbol_8) {
float4 color = 0.0f;
if (((*(tint_symbol_6)).color_source == 0u)) {
color = tint_symbol.color;
} else {
if (((*(tint_symbol_6)).color_source == 1u)) {
color = tint_symbol.normal;
color[3] = 1.0f;
} else {
if (((*(tint_symbol_6)).color_source == 2u)) {
color = (*(tint_symbol_6)).color;
} else {
if (((*(tint_symbol_6)).color_source == 3u)) {
color = tint_symbol_7.sample(tint_symbol_8, tint_symbol.uv);
}
}
}
}
return color;
}
FragmentOutput tint_symbol_1_inner(FragmentInput tint_symbol) {
FragmentOutput output = {};
output.color = float4(1.0f, 0.0f, 0.0f, 1.0f);
return output;
}
fragment tint_symbol_4 tint_symbol_1(float4 position [[position]], tint_symbol_3 tint_symbol_2 [[stage_in]]) {
FragmentInput const tint_symbol_5 = {.position=position, .view_position=tint_symbol_2.view_position, .normal=tint_symbol_2.normal, .uv=tint_symbol_2.uv, .color=tint_symbol_2.color};
FragmentOutput const inner_result = tint_symbol_1_inner(tint_symbol_5);
tint_symbol_4 wrapper_result = {};
wrapper_result.color = inner_result.color;
return wrapper_result;
}