dawn-cmake/test/vk-gl-cts/graphicsfuzz/cov-folding-rules-vec-mix-u.../0-opt.wgsl.expected.msl

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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ packed_float2 zeroOne;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_6, thread float4* const tint_symbol_4) {
float2 v = 0.0f;
float d = 0.0f;
float2 const x_37 = x_6.zeroOne;
v = mix(float2(2.0f, 3.0f), float2(4.0f, 5.0f), x_37);
float2 const x_39 = v;
d = distance(x_39, float2(2.0f, 5.0f));
float const x_41 = d;
if ((x_41 < 0.100000001f)) {
float const x_47 = v.x;
float const x_50 = v.y;
*(tint_symbol_4) = float4((x_47 - 1.0f), (x_50 - 5.0f), 0.0f, 1.0f);
} else {
*(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
fragment tint_symbol_1 tint_symbol(constant buf0& x_6 [[buffer(0)]]) {
thread float4 tint_symbol_5 = 0.0f;
main_1(x_6, &(tint_symbol_5));
main_out const tint_symbol_2 = {.x_GLF_color_1=tint_symbol_5};
tint_symbol_1 const tint_symbol_3 = {.x_GLF_color_1=tint_symbol_2.x_GLF_color_1};
return tint_symbol_3;
}