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These work on scalar and vector of bool, and map to ast::BinaryOp::kOr and kAnd. Bug: tint:1043 Change-Id: I009edf8e43c21cb75ccfdcde1106ec177d2fe50e Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/59561 Kokoro: Kokoro <noreply+kokoro@google.com> Reviewed-by: James Price <jrprice@google.com> Commit-Queue: James Price <jrprice@google.com> Auto-Submit: David Neto <dneto@google.com>
40 lines
687 B
WebGPU Shading Language
40 lines
687 B
WebGPU Shading Language
var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var i : i32;
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var j : i32;
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i = 0;
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j = 1;
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loop {
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let x_28 : i32 = i;
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let x_29 : i32 = j;
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if ((x_28 < clamp(x_29, 5, 9))) {
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} else {
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break;
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}
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let x_33 : i32 = i;
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i = (x_33 + 1);
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let x_35 : i32 = j;
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j = (x_35 + 1);
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}
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let x_37 : i32 = i;
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let x_39 : i32 = j;
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if (((x_37 == 9) & (x_39 == 10))) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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return;
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}
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struct main_out {
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[[location(0)]]
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x_GLF_color_1 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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