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This has been deprecated and will soon be removed. Bug: tint:1324 Change-Id: If5dbbc3a40d7591591fb2802dbe9c8dd5f96d299 Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/72087 Reviewed-by: Ben Clayton <bclayton@google.com> Kokoro: Kokoro <noreply+kokoro@google.com>
49 lines
914 B
WebGPU Shading Language
49 lines
914 B
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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fn main_1() {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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let x_30 : f32 = x_6.injectionSwitch.x;
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switch(i32(x_30)) {
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case 0: {
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switch(1) {
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case 1: {
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let x_38 : f32 = gl_FragCoord.y;
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if ((x_38 >= 0.0)) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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break;
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}
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discard;
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}
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default: {
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}
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}
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fallthrough;
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}
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case 42: {
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}
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default: {
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}
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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([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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