dawn-cmake/test/bug/tint/949.wgsl.expected.wgsl

453 lines
15 KiB
WebGPU Shading Language

struct lightingInfo {
diffuse : vec3<f32>;
specular : vec3<f32>;
};
struct LeftOver {
u_World : mat4x4<f32>;
u_ViewProjection : mat4x4<f32>;
u_bumpStrength : f32;
[[size(12)]]
padding : u32;
u_cameraPosition : vec3<f32>;
u_parallaxScale : f32;
textureInfoName : f32;
[[size(4)]]
padding_1 : u32;
tangentSpaceParameter0 : vec2<f32>;
};
struct Light0 {
vLightData : vec4<f32>;
vLightDiffuse : vec4<f32>;
vLightSpecular : vec4<f32>;
vLightGround : vec3<f32>;
[[size(4)]]
padding_2 : u32;
shadowsInfo : vec4<f32>;
depthValues : vec2<f32>;
};
var<private> u_Float : f32;
var<private> u_Color : vec3<f32>;
[[group(2), binding(1)]] var TextureSamplerTexture : texture_2d<f32>;
[[group(2), binding(0)]] var TextureSamplerSampler : sampler;
var<private> vMainuv : vec2<f32>;
[[group(2), binding(6)]] var<uniform> x_269 : LeftOver;
var<private> v_output1 : vec4<f32>;
var<private> gl_FrontFacing : bool;
var<private> v_uv : vec2<f32>;
var<private> v_output2 : vec4<f32>;
[[group(2), binding(3)]] var TextureSampler1Texture : texture_2d<f32>;
[[group(2), binding(2)]] var TextureSampler1Sampler : sampler;
[[group(0), binding(5)]] var<uniform> light0 : Light0;
var<private> glFragColor : vec4<f32>;
[[group(2), binding(4)]] var bumpSamplerSampler : sampler;
[[group(2), binding(5)]] var bumpSamplerTexture : texture_2d<f32>;
fn cotangent_frame_vf3_vf3_vf2_vf2_(normal_1 : ptr<function, vec3<f32>>, p : ptr<function, vec3<f32>>, uv : ptr<function, vec2<f32>>, tangentSpaceParams : ptr<function, vec2<f32>>) -> mat3x3<f32> {
var dp1 : vec3<f32>;
var dp2 : vec3<f32>;
var duv1 : vec2<f32>;
var duv2 : vec2<f32>;
var dp2perp : vec3<f32>;
var dp1perp : vec3<f32>;
var tangent : vec3<f32>;
var bitangent : vec3<f32>;
var invmax : f32;
let x_133 : vec3<f32> = *(p);
dp1 = dpdx(x_133);
let x_136 : vec3<f32> = *(p);
dp2 = dpdy(x_136);
let x_139 : vec2<f32> = *(uv);
duv1 = dpdx(x_139);
let x_142 : vec2<f32> = *(uv);
duv2 = dpdy(x_142);
let x_145 : vec3<f32> = dp2;
let x_146 : vec3<f32> = *(normal_1);
dp2perp = cross(x_145, x_146);
let x_149 : vec3<f32> = *(normal_1);
let x_150 : vec3<f32> = dp1;
dp1perp = cross(x_149, x_150);
let x_153 : vec3<f32> = dp2perp;
let x_155 : f32 = duv1.x;
let x_157 : vec3<f32> = dp1perp;
let x_159 : f32 = duv2.x;
tangent = ((x_153 * x_155) + (x_157 * x_159));
let x_163 : vec3<f32> = dp2perp;
let x_165 : f32 = duv1.y;
let x_167 : vec3<f32> = dp1perp;
let x_169 : f32 = duv2.y;
bitangent = ((x_163 * x_165) + (x_167 * x_169));
let x_173 : f32 = (*(tangentSpaceParams)).x;
let x_174 : vec3<f32> = tangent;
tangent = (x_174 * x_173);
let x_177 : f32 = (*(tangentSpaceParams)).y;
let x_178 : vec3<f32> = bitangent;
bitangent = (x_178 * x_177);
let x_181 : vec3<f32> = tangent;
let x_182 : vec3<f32> = tangent;
let x_184 : vec3<f32> = bitangent;
let x_185 : vec3<f32> = bitangent;
invmax = inverseSqrt(max(dot(x_181, x_182), dot(x_184, x_185)));
let x_189 : vec3<f32> = tangent;
let x_190 : f32 = invmax;
let x_191 : vec3<f32> = (x_189 * x_190);
let x_192 : vec3<f32> = bitangent;
let x_193 : f32 = invmax;
let x_194 : vec3<f32> = (x_192 * x_193);
let x_195 : vec3<f32> = *(normal_1);
return mat3x3<f32>(vec3<f32>(x_191.x, x_191.y, x_191.z), vec3<f32>(x_194.x, x_194.y, x_194.z), vec3<f32>(x_195.x, x_195.y, x_195.z));
}
fn transposeMat3_mf33_(inMatrix : ptr<function, mat3x3<f32>>) -> mat3x3<f32> {
var i0 : vec3<f32>;
var i1 : vec3<f32>;
var i2 : vec3<f32>;
var outMatrix : mat3x3<f32>;
let x_60 : vec3<f32> = (*(inMatrix))[0];
i0 = x_60;
let x_64 : vec3<f32> = (*(inMatrix))[1];
i1 = x_64;
let x_68 : vec3<f32> = (*(inMatrix))[2];
i2 = x_68;
let x_73 : f32 = i0.x;
let x_75 : f32 = i1.x;
let x_77 : f32 = i2.x;
let x_78 : vec3<f32> = vec3<f32>(x_73, x_75, x_77);
let x_81 : f32 = i0.y;
let x_83 : f32 = i1.y;
let x_85 : f32 = i2.y;
let x_86 : vec3<f32> = vec3<f32>(x_81, x_83, x_85);
let x_89 : f32 = i0.z;
let x_91 : f32 = i1.z;
let x_93 : f32 = i2.z;
let x_94 : vec3<f32> = vec3<f32>(x_89, x_91, x_93);
outMatrix = mat3x3<f32>(vec3<f32>(x_78.x, x_78.y, x_78.z), vec3<f32>(x_86.x, x_86.y, x_86.z), vec3<f32>(x_94.x, x_94.y, x_94.z));
let x_110 : mat3x3<f32> = outMatrix;
return x_110;
}
fn perturbNormalBase_mf33_vf3_f1_(cotangentFrame : ptr<function, mat3x3<f32>>, normal : ptr<function, vec3<f32>>, scale : ptr<function, f32>) -> vec3<f32> {
let x_113 : mat3x3<f32> = *(cotangentFrame);
let x_114 : vec3<f32> = *(normal);
return normalize((x_113 * x_114));
}
fn perturbNormal_mf33_vf3_f1_(cotangentFrame_1 : ptr<function, mat3x3<f32>>, textureSample : ptr<function, vec3<f32>>, scale_1 : ptr<function, f32>) -> vec3<f32> {
var param : mat3x3<f32>;
var param_1 : vec3<f32>;
var param_2 : f32;
let x_119 : vec3<f32> = *(textureSample);
let x_125 : mat3x3<f32> = *(cotangentFrame_1);
param = x_125;
param_1 = ((x_119 * 2.0) - vec3<f32>(1.0, 1.0, 1.0));
let x_128 : f32 = *(scale_1);
param_2 = x_128;
let x_129 : vec3<f32> = perturbNormalBase_mf33_vf3_f1_(&(param), &(param_1), &(param_2));
return x_129;
}
fn computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(viewDirectionW : ptr<function, vec3<f32>>, vNormal : ptr<function, vec3<f32>>, lightData : ptr<function, vec4<f32>>, diffuseColor : ptr<function, vec3<f32>>, specularColor : ptr<function, vec3<f32>>, groundColor : ptr<function, vec3<f32>>, glossiness : ptr<function, f32>) -> lightingInfo {
var ndl : f32;
var result : lightingInfo;
var angleW : vec3<f32>;
var specComp : f32;
let x_212 : vec3<f32> = *(vNormal);
let x_213 : vec4<f32> = *(lightData);
ndl = ((dot(x_212, vec3<f32>(x_213.x, x_213.y, x_213.z)) * 0.5) + 0.5);
let x_220 : vec3<f32> = *(groundColor);
let x_221 : vec3<f32> = *(diffuseColor);
let x_222 : f32 = ndl;
result.diffuse = mix(x_220, x_221, vec3<f32>(x_222, x_222, x_222));
let x_227 : vec3<f32> = *(viewDirectionW);
let x_228 : vec4<f32> = *(lightData);
angleW = normalize((x_227 + vec3<f32>(x_228.x, x_228.y, x_228.z)));
let x_233 : vec3<f32> = *(vNormal);
let x_234 : vec3<f32> = angleW;
specComp = max(0.0, dot(x_233, x_234));
let x_237 : f32 = specComp;
let x_238 : f32 = *(glossiness);
specComp = pow(x_237, max(1.0, x_238));
let x_241 : f32 = specComp;
let x_242 : vec3<f32> = *(specularColor);
result.specular = (x_242 * x_241);
let x_245 : lightingInfo = result;
return x_245;
}
fn main_1() {
var tempTextureRead : vec4<f32>;
var rgb : vec3<f32>;
var output5 : vec3<f32>;
var output4 : vec4<f32>;
var uvOffset : vec2<f32>;
var normalScale : f32;
var TBNUV : vec2<f32>;
var x_299 : vec2<f32>;
var TBN : mat3x3<f32>;
var param_3 : vec3<f32>;
var param_4 : vec3<f32>;
var param_5 : vec2<f32>;
var param_6 : vec2<f32>;
var invTBN : mat3x3<f32>;
var param_7 : mat3x3<f32>;
var parallaxLimit : f32;
var vOffsetDir : vec2<f32>;
var vMaxOffset : vec2<f32>;
var numSamples : f32;
var stepSize : f32;
var currRayHeight : f32;
var vCurrOffset : vec2<f32>;
var vLastOffset : vec2<f32>;
var lastSampledHeight : f32;
var currSampledHeight : f32;
var i : i32;
var delta1 : f32;
var delta2 : f32;
var ratio : f32;
var parallaxOcclusion_0 : vec2<f32>;
var param_8 : mat3x3<f32>;
var param_9 : vec3<f32>;
var param_10 : f32;
var output6 : vec2<f32>;
var tempTextureRead1 : vec4<f32>;
var rgb1 : vec3<f32>;
var viewDirectionW_1 : vec3<f32>;
var shadow : f32;
var glossiness_1 : f32;
var diffuseBase : vec3<f32>;
var specularBase : vec3<f32>;
var normalW : vec3<f32>;
var info : lightingInfo;
var param_11 : vec3<f32>;
var param_12 : vec3<f32>;
var param_13 : vec4<f32>;
var param_14 : vec3<f32>;
var param_15 : vec3<f32>;
var param_16 : vec3<f32>;
var param_17 : f32;
var diffuseOutput : vec3<f32>;
var specularOutput : vec3<f32>;
var output3 : vec3<f32>;
u_Float = 100.0;
u_Color = vec3<f32>(0.5, 0.5, 0.5);
let x_261 : vec2<f32> = vMainuv;
let x_262 : vec4<f32> = textureSample(TextureSamplerTexture, TextureSamplerSampler, x_261);
tempTextureRead = x_262;
let x_264 : vec4<f32> = tempTextureRead;
let x_273 : f32 = x_269.textureInfoName;
rgb = (vec3<f32>(x_264.x, x_264.y, x_264.z) * x_273);
let x_279 : vec3<f32> = x_269.u_cameraPosition;
let x_282 : vec4<f32> = v_output1;
output5 = normalize((x_279 - vec3<f32>(x_282.x, x_282.y, x_282.z)));
output4 = vec4<f32>(0.0, 0.0, 0.0, 0.0);
uvOffset = vec2<f32>(0.0, 0.0);
let x_292 : f32 = x_269.u_bumpStrength;
normalScale = (1.0 / x_292);
let x_298 : bool = gl_FrontFacing;
if (x_298) {
let x_303 : vec2<f32> = v_uv;
x_299 = x_303;
} else {
let x_305 : vec2<f32> = v_uv;
x_299 = -(x_305);
}
let x_307 : vec2<f32> = x_299;
TBNUV = x_307;
let x_310 : vec4<f32> = v_output2;
let x_312 : f32 = normalScale;
param_3 = (vec3<f32>(x_310.x, x_310.y, x_310.z) * x_312);
let x_317 : vec4<f32> = v_output1;
param_4 = vec3<f32>(x_317.x, x_317.y, x_317.z);
let x_320 : vec2<f32> = TBNUV;
param_5 = x_320;
let x_324 : vec2<f32> = x_269.tangentSpaceParameter0;
param_6 = x_324;
let x_325 : mat3x3<f32> = cotangent_frame_vf3_vf3_vf2_vf2_(&(param_3), &(param_4), &(param_5), &(param_6));
TBN = x_325;
let x_328 : mat3x3<f32> = TBN;
param_7 = x_328;
let x_329 : mat3x3<f32> = transposeMat3_mf33_(&(param_7));
invTBN = x_329;
let x_331 : mat3x3<f32> = invTBN;
let x_332 : vec3<f32> = output5;
let x_334 : vec3<f32> = (x_331 * -(x_332));
let x_337 : mat3x3<f32> = invTBN;
let x_338 : vec3<f32> = output5;
parallaxLimit = (length(vec2<f32>(x_334.x, x_334.y)) / ((x_337 * -(x_338))).z);
let x_345 : f32 = x_269.u_parallaxScale;
let x_346 : f32 = parallaxLimit;
parallaxLimit = (x_346 * x_345);
let x_349 : mat3x3<f32> = invTBN;
let x_350 : vec3<f32> = output5;
let x_352 : vec3<f32> = (x_349 * -(x_350));
vOffsetDir = normalize(vec2<f32>(x_352.x, x_352.y));
let x_356 : vec2<f32> = vOffsetDir;
let x_357 : f32 = parallaxLimit;
vMaxOffset = (x_356 * x_357);
let x_361 : mat3x3<f32> = invTBN;
let x_362 : vec3<f32> = output5;
let x_365 : mat3x3<f32> = invTBN;
let x_366 : vec4<f32> = v_output2;
numSamples = (15.0 + (dot((x_361 * -(x_362)), (x_365 * vec3<f32>(x_366.x, x_366.y, x_366.z))) * -11.0));
let x_374 : f32 = numSamples;
stepSize = (1.0 / x_374);
currRayHeight = 1.0;
vCurrOffset = vec2<f32>(0.0, 0.0);
vLastOffset = vec2<f32>(0.0, 0.0);
lastSampledHeight = 1.0;
currSampledHeight = 1.0;
i = 0;
loop {
let x_388 : i32 = i;
if ((x_388 < 15)) {
} else {
break;
}
let x_394 : vec2<f32> = v_uv;
let x_395 : vec2<f32> = vCurrOffset;
let x_397 : vec4<f32> = textureSample(TextureSamplerTexture, TextureSamplerSampler, (x_394 + x_395));
currSampledHeight = x_397.w;
let x_400 : f32 = currSampledHeight;
let x_401 : f32 = currRayHeight;
if ((x_400 > x_401)) {
let x_406 : f32 = currSampledHeight;
let x_407 : f32 = currRayHeight;
delta1 = (x_406 - x_407);
let x_410 : f32 = currRayHeight;
let x_411 : f32 = stepSize;
let x_413 : f32 = lastSampledHeight;
delta2 = ((x_410 + x_411) - x_413);
let x_416 : f32 = delta1;
let x_417 : f32 = delta1;
let x_418 : f32 = delta2;
ratio = (x_416 / (x_417 + x_418));
let x_421 : f32 = ratio;
let x_422 : vec2<f32> = vLastOffset;
let x_424 : f32 = ratio;
let x_426 : vec2<f32> = vCurrOffset;
vCurrOffset = ((x_422 * x_421) + (x_426 * (1.0 - x_424)));
break;
} else {
let x_431 : f32 = stepSize;
let x_432 : f32 = currRayHeight;
currRayHeight = (x_432 - x_431);
let x_434 : vec2<f32> = vCurrOffset;
vLastOffset = x_434;
let x_435 : f32 = stepSize;
let x_436 : vec2<f32> = vMaxOffset;
let x_438 : vec2<f32> = vCurrOffset;
vCurrOffset = (x_438 + (x_436 * x_435));
let x_440 : f32 = currSampledHeight;
lastSampledHeight = x_440;
}
continuing {
let x_441 : i32 = i;
i = (x_441 + 1);
}
}
let x_444 : vec2<f32> = vCurrOffset;
parallaxOcclusion_0 = x_444;
let x_445 : vec2<f32> = parallaxOcclusion_0;
uvOffset = x_445;
let x_449 : vec2<f32> = v_uv;
let x_450 : vec2<f32> = uvOffset;
let x_452 : vec4<f32> = textureSample(TextureSamplerTexture, TextureSamplerSampler, (x_449 + x_450));
let x_454 : f32 = x_269.u_bumpStrength;
let x_457 : mat3x3<f32> = TBN;
param_8 = x_457;
param_9 = vec3<f32>(x_452.x, x_452.y, x_452.z);
param_10 = (1.0 / x_454);
let x_461 : vec3<f32> = perturbNormal_mf33_vf3_f1_(&(param_8), &(param_9), &(param_10));
let x_462 : vec4<f32> = output4;
output4 = vec4<f32>(x_461.x, x_461.y, x_461.z, x_462.w);
let x_465 : vec2<f32> = v_uv;
let x_466 : vec2<f32> = uvOffset;
output6 = (x_465 + x_466);
let x_474 : vec2<f32> = output6;
let x_475 : vec4<f32> = textureSample(TextureSampler1Texture, TextureSampler1Sampler, x_474);
tempTextureRead1 = x_475;
let x_477 : vec4<f32> = tempTextureRead1;
rgb1 = vec3<f32>(x_477.x, x_477.y, x_477.z);
let x_481 : vec3<f32> = x_269.u_cameraPosition;
let x_482 : vec4<f32> = v_output1;
viewDirectionW_1 = normalize((x_481 - vec3<f32>(x_482.x, x_482.y, x_482.z)));
shadow = 1.0;
let x_488 : f32 = u_Float;
glossiness_1 = (1.0 * x_488);
diffuseBase = vec3<f32>(0.0, 0.0, 0.0);
specularBase = vec3<f32>(0.0, 0.0, 0.0);
let x_494 : vec4<f32> = output4;
normalW = vec3<f32>(x_494.x, x_494.y, x_494.z);
let x_501 : vec3<f32> = viewDirectionW_1;
param_11 = x_501;
let x_503 : vec3<f32> = normalW;
param_12 = x_503;
let x_507 : vec4<f32> = light0.vLightData;
param_13 = x_507;
let x_510 : vec4<f32> = light0.vLightDiffuse;
param_14 = vec3<f32>(x_510.x, x_510.y, x_510.z);
let x_514 : vec4<f32> = light0.vLightSpecular;
param_15 = vec3<f32>(x_514.x, x_514.y, x_514.z);
let x_518 : vec3<f32> = light0.vLightGround;
param_16 = x_518;
let x_520 : f32 = glossiness_1;
param_17 = x_520;
let x_521 : lightingInfo = computeHemisphericLighting_vf3_vf3_vf4_vf3_vf3_vf3_f1_(&(param_11), &(param_12), &(param_13), &(param_14), &(param_15), &(param_16), &(param_17));
info = x_521;
shadow = 1.0;
let x_523 : vec3<f32> = info.diffuse;
let x_524 : f32 = shadow;
let x_526 : vec3<f32> = diffuseBase;
diffuseBase = (x_526 + (x_523 * x_524));
let x_529 : vec3<f32> = info.specular;
let x_530 : f32 = shadow;
let x_532 : vec3<f32> = specularBase;
specularBase = (x_532 + (x_529 * x_530));
let x_535 : vec3<f32> = diffuseBase;
let x_536 : vec3<f32> = rgb1;
diffuseOutput = (x_535 * x_536);
let x_539 : vec3<f32> = specularBase;
let x_540 : vec3<f32> = u_Color;
specularOutput = (x_539 * x_540);
let x_543 : vec3<f32> = diffuseOutput;
let x_544 : vec3<f32> = specularOutput;
output3 = (x_543 + x_544);
let x_548 : vec3<f32> = output3;
glFragColor = vec4<f32>(x_548.x, x_548.y, x_548.z, 1.0);
return;
}
struct main_out {
[[location(0)]]
glFragColor_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main([[location(1)]] vMainuv_param : vec2<f32>, [[location(0)]] v_output1_param : vec4<f32>, [[builtin(front_facing)]] gl_FrontFacing_param : bool, [[location(3)]] v_uv_param : vec2<f32>, [[location(2)]] v_output2_param : vec4<f32>) -> main_out {
vMainuv = vMainuv_param;
v_output1 = v_output1_param;
gl_FrontFacing = gl_FrontFacing_param;
v_uv = v_uv_param;
v_output2 = v_output2_param;
main_1();
return main_out(glFragColor);
}