dawn-cmake/test/tint/bug/tint/1061.spvasm.expected.wgsl

39 lines
845 B
WebGPU Shading Language

struct buf0 {
/* @offset(0) */
r : vec4<f32>,
}
@group(0) @binding(0) var<uniform> x_7 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var f : f32;
var v : vec4<f32>;
f = determinant(mat3x3<f32>(vec3<f32>(1.0f, 0.0f, 0.0f), vec3<f32>(0.0f, 1.0f, 0.0f), vec3<f32>(0.0f, 0.0f, 1.0f)));
let x_33 : f32 = f;
let x_35 : f32 = f;
let x_37 : f32 = f;
let x_39 : f32 = f;
v = vec4<f32>(sin(x_33), cos(x_35), exp2(x_37), log(x_39));
let x_42 : vec4<f32> = v;
let x_44 : vec4<f32> = x_7.r;
if ((distance(x_42, x_44) < 0.100000001f)) {
x_GLF_color = vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@fragment
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}