dan sinclair fb5a492787 Fix inclusive language presubmit
The current presubmit has the filter inverted so it would only attempt
to match the filtered files. The file name also has to be converted to
`LocalPath` otherwise it's attempting to compare a python object to a
string and always fails to match.

Bug: dawn:1339
Change-Id: Ie7712dee60f6b9df2cb78c9feab11769f7ea1f02
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/87080
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Commit-Queue: Dan Sinclair <dsinclair@chromium.org>
Auto-Submit: Dan Sinclair <dsinclair@chromium.org>
2022-04-19 22:25:45 +00:00

118 lines
3.7 KiB
WebGPU Shading Language

struct Scene {
vEyePosition : vec4<f32>,
};
struct Material {
vDiffuseColor : vec4<f32>,
vAmbientColor : vec3<f32>,
placeholder: f32,
vEmissiveColor : vec3<f32>,
placeholder2: f32,
};
struct Mesh {
visibility : f32,
};
var<private> fClipDistance3 : f32;
var<private> fClipDistance4 : f32;
@group(0) @binding(0) var<uniform> x_29 : Scene;
@group(0) @binding(1) var<uniform> x_49 : Material;
@group(0) @binding(2) var<uniform> x_137 : Mesh;
var<private> glFragColor : vec4<f32>;
fn main_1() {
var viewDirectionW : vec3<f32>;
var baseColor : vec4<f32>;
var diffuseColor : vec3<f32>;
var alpha : f32;
var normalW : vec3<f32>;
var uvOffset : vec2<f32>;
var baseAmbientColor : vec3<f32>;
var glossiness : f32;
var diffuseBase : vec3<f32>;
var shadow : f32;
var refractionColor : vec4<f32>;
var reflectionColor : vec4<f32>;
var emissiveColor : vec3<f32>;
var finalDiffuse : vec3<f32>;
var finalSpecular : vec3<f32>;
var color : vec4<f32>;
let x_9 : f32 = fClipDistance3;
if ((x_9 > 0.0)) {
discard;
}
let x_17 : f32 = fClipDistance4;
if ((x_17 > 0.0)) {
discard;
}
let x_34 : vec4<f32> = x_29.vEyePosition;
let x_38 : vec3<f32> = vec3<f32>(0., 0., 0.);
viewDirectionW = normalize((vec3<f32>(x_34.x, x_34.y, x_34.z) - x_38));
baseColor = vec4<f32>(1.0, 1.0, 1.0, 1.0);
let x_52 : vec4<f32> = x_49.vDiffuseColor;
diffuseColor = vec3<f32>(x_52.x, x_52.y, x_52.z);
let x_60 : f32 = x_49.vDiffuseColor.w;
alpha = x_60;
let x_62 : vec3<f32> = vec3<f32>(0., 0., 0.);
let x_64 : vec3<f32> = vec3<f32>(0., 0., 0.);
normalW = normalize(-(cross(dpdx(x_62), dpdy(x_64))));
uvOffset = vec2<f32>(0.0, 0.0);
let x_74 : vec4<f32> = vec4<f32>(0., 0., 0., 0.);
let x_76 : vec4<f32> = baseColor;
let x_78 : vec3<f32> = (vec3<f32>(x_76.x, x_76.y, x_76.z) * vec3<f32>(x_74.x, x_74.y, x_74.z));
let x_79 : vec4<f32> = baseColor;
baseColor = vec4<f32>(x_78.x, x_78.y, x_78.z, x_79.w);
baseAmbientColor = vec3<f32>(1.0, 1.0, 1.0);
glossiness = 0.0;
diffuseBase = vec3<f32>(0.0, 0.0, 0.0);
shadow = 1.0;
refractionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
reflectionColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
let x_94 : vec3<f32> = x_49.vEmissiveColor;
emissiveColor = x_94;
let x_96 : vec3<f32> = diffuseBase;
let x_97 : vec3<f32> = diffuseColor;
let x_99 : vec3<f32> = emissiveColor;
let x_103 : vec3<f32> = x_49.vAmbientColor;
let x_108 : vec4<f32> = baseColor;
finalDiffuse = (clamp((((x_96 * x_97) + x_99) + x_103), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(1.0, 1.0, 1.0)) * vec3<f32>(x_108.x, x_108.y, x_108.z));
finalSpecular = vec3<f32>(0.0, 0.0, 0.0);
let x_113 : vec3<f32> = finalDiffuse;
let x_114 : vec3<f32> = baseAmbientColor;
let x_116 : vec3<f32> = finalSpecular;
let x_118 : vec4<f32> = reflectionColor;
let x_121 : vec4<f32> = refractionColor;
let x_123 : vec3<f32> = ((((x_113 * x_114) + x_116) + vec3<f32>(x_118.x, x_118.y, x_118.z)) + vec3<f32>(x_121.x, x_121.y, x_121.z));
let x_124 : f32 = alpha;
color = vec4<f32>(x_123.x, x_123.y, x_123.z, x_124);
let x_129 : vec4<f32> = color;
let x_132 : vec3<f32> = max(vec3<f32>(x_129.x, x_129.y, x_129.z), vec3<f32>(0.0, 0.0, 0.0));
let x_133 : vec4<f32> = color;
color = vec4<f32>(x_132.x, x_132.y, x_132.z, x_133.w);
let x_140 : f32 = x_137.visibility;
let x_142 : f32 = color.w;
color.w = (x_142 * x_140);
let x_147 : vec4<f32> = color;
glFragColor = x_147;
return;
}
struct main_out {
@location(0)
glFragColor_1 : vec4<f32>,
};
@stage(fragment)
fn main(@location(2) fClipDistance3_param : f32, @location(3) fClipDistance4_param : f32) -> main_out {
fClipDistance3 = fClipDistance3_param;
fClipDistance4 = fClipDistance4_param;
main_1();
return main_out(glFragColor);
}