Ben Clayton 4c70d7fff2 tint: Make uniformity analysis failures a hard error
These have been warnings for multiple months.
Time to properly turn this on.

Bug: tint:880
Change-Id: I3b38f672309b5acd48c12a38dc5a1675f3c62470
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/103480
Commit-Queue: Ben Clayton <bclayton@google.com>
Reviewed-by: Dan Sinclair <dsinclair@chromium.org>
2022-09-26 12:30:05 +00:00

44 lines
902 B
GLSL

#version 310 es
precision mediump float;
layout(location = 0) in vec2 vUV_1;
layout(location = 0) out vec4 value;
uniform highp sampler2D randomTexture_Sampler;
vec4 tint_symbol(vec2 vUV) {
vec3 random = texture(randomTexture_Sampler, vUV).rgb;
int i = 0;
while (true) {
if ((i < 1)) {
} else {
break;
}
vec3 offset = vec3(random.x);
bool tint_tmp_2 = (offset.x < 0.0f);
if (!tint_tmp_2) {
tint_tmp_2 = (offset.y < 0.0f);
}
bool tint_tmp_1 = (tint_tmp_2);
if (!tint_tmp_1) {
tint_tmp_1 = (offset.x > 1.0f);
}
bool tint_tmp = (tint_tmp_1);
if (!tint_tmp) {
tint_tmp = (offset.y > 1.0f);
}
if ((tint_tmp)) {
i = (i + 1);
continue;
}
float sampleDepth = 0.0f;
i = (i + 1);
}
return vec4(1.0f);
}
void main() {
vec4 inner_result = tint_symbol(vUV_1);
value = inner_result;
return;
}