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

142 lines
4.1 KiB
GLSL

#version 310 es
precision mediump float;
layout(location = 2) in float fClipDistance3_param_1;
layout(location = 3) in float fClipDistance4_param_1;
layout(location = 0) out vec4 glFragColor_1_1;
struct Scene {
vec4 vEyePosition;
};
struct Material {
vec4 vDiffuseColor;
vec3 vAmbientColor;
float dummy;
vec3 vEmissiveColor;
float dummy2;
};
struct Mesh {
float visibility;
};
float fClipDistance3 = 0.0f;
float fClipDistance4 = 0.0f;
layout(binding = 0) uniform Scene_1 {
vec4 vEyePosition;
} x_29;
layout(binding = 1) uniform Material_1 {
vec4 vDiffuseColor;
vec3 vAmbientColor;
float dummy;
vec3 vEmissiveColor;
float dummy2;
} x_49;
layout(binding = 2) uniform Mesh_1 {
float visibility;
} x_137;
vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
bool tint_discard = false;
void main_1() {
vec3 viewDirectionW = vec3(0.0f, 0.0f, 0.0f);
vec4 baseColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec3 diffuseColor = vec3(0.0f, 0.0f, 0.0f);
float alpha = 0.0f;
vec3 normalW = vec3(0.0f, 0.0f, 0.0f);
vec2 uvOffset = vec2(0.0f, 0.0f);
vec3 baseAmbientColor = vec3(0.0f, 0.0f, 0.0f);
float glossiness = 0.0f;
vec3 diffuseBase = vec3(0.0f, 0.0f, 0.0f);
float shadow = 0.0f;
vec4 refractionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 reflectionColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec3 emissiveColor = vec3(0.0f, 0.0f, 0.0f);
vec3 finalDiffuse = vec3(0.0f, 0.0f, 0.0f);
vec3 finalSpecular = vec3(0.0f, 0.0f, 0.0f);
vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
if ((fClipDistance3 > 0.0f)) {
tint_discard = true;
return;
}
if ((fClipDistance4 > 0.0f)) {
tint_discard = true;
return;
}
vec4 x_34 = x_29.vEyePosition;
vec3 x_38 = vec3(0.0f, 0.0f, 0.0f);
viewDirectionW = normalize((vec3(x_34.x, x_34.y, x_34.z) - x_38));
baseColor = vec4(1.0f, 1.0f, 1.0f, 1.0f);
vec4 x_52 = x_49.vDiffuseColor;
diffuseColor = vec3(x_52.x, x_52.y, x_52.z);
float x_60 = x_49.vDiffuseColor.w;
alpha = x_60;
vec3 x_62 = vec3(0.0f, 0.0f, 0.0f);
vec3 x_64 = vec3(0.0f, 0.0f, 0.0f);
normalW = normalize(-(cross(dFdx(x_62), dFdy(x_64))));
uvOffset = vec2(0.0f, 0.0f);
vec4 x_74 = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_76 = baseColor;
vec3 x_78 = (vec3(x_76.x, x_76.y, x_76.z) * vec3(x_74.x, x_74.y, x_74.z));
baseColor = vec4(x_78.x, x_78.y, x_78.z, baseColor.w);
baseAmbientColor = vec3(1.0f, 1.0f, 1.0f);
glossiness = 0.0f;
diffuseBase = vec3(0.0f, 0.0f, 0.0f);
shadow = 1.0f;
refractionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
reflectionColor = vec4(0.0f, 0.0f, 0.0f, 1.0f);
vec3 x_94 = x_49.vEmissiveColor;
emissiveColor = x_94;
vec3 x_96 = diffuseBase;
vec3 x_97 = diffuseColor;
vec3 x_99 = emissiveColor;
vec3 x_103 = x_49.vAmbientColor;
vec4 x_108 = baseColor;
finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3(0.0f, 0.0f, 0.0f), vec3(1.0f, 1.0f, 1.0f)) * vec3(x_108.x, x_108.y, x_108.z));
finalSpecular = vec3(0.0f, 0.0f, 0.0f);
vec4 x_118 = reflectionColor;
vec4 x_121 = refractionColor;
vec3 x_123 = ((((finalDiffuse * baseAmbientColor) + finalSpecular) + vec3(x_118.x, x_118.y, x_118.z)) + vec3(x_121.x, x_121.y, x_121.z));
color = vec4(x_123.x, x_123.y, x_123.z, alpha);
vec4 x_129 = color;
vec3 x_132 = max(vec3(x_129.x, x_129.y, x_129.z), vec3(0.0f, 0.0f, 0.0f));
color = vec4(x_132.x, x_132.y, x_132.z, color.w);
float x_140 = x_137.visibility;
float x_142 = color.w;
color.w = (x_142 * x_140);
glFragColor = color;
return;
}
struct main_out {
vec4 glFragColor_1;
};
main_out tint_symbol(float fClipDistance3_param, float fClipDistance4_param) {
fClipDistance3 = fClipDistance3_param;
fClipDistance4 = fClipDistance4_param;
main_1();
if (tint_discard) {
main_out tint_symbol_1 = main_out(vec4(0.0f, 0.0f, 0.0f, 0.0f));
return tint_symbol_1;
}
main_out tint_symbol_2 = main_out(glFragColor);
return tint_symbol_2;
}
void tint_discard_func() {
discard;
}
void main() {
main_out inner_result = tint_symbol(fClipDistance3_param_1, fClipDistance4_param_1);
if (tint_discard) {
tint_discard_func();
return;
}
glFragColor_1_1 = inner_result.glFragColor_1;
return;
}