dawn-cmake/test/builtins/gen/isNormal/b00ab1.wgsl.expected.glsl

74 lines
1.5 KiB
GLSL

builtins/gen/isNormal/b00ab1.wgsl:28:25 warning: use of deprecated builtin
var res: vec2<bool> = isNormal(vec2<f32>());
^^^^^^^^
#version 310 es
bvec2 tint_isNormal(vec2 param_0) {
uvec2 exponent = floatBitsToUint(param_0) & 0x7f80000u;
uvec2 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
return equal(clamped, exponent);
}
void isNormal_b00ab1() {
bvec2 res = tint_isNormal(vec2(0.0f, 0.0f));
}
vec4 vertex_main() {
isNormal_b00ab1();
return vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
void main() {
vec4 inner_result = vertex_main();
gl_Position = inner_result;
gl_Position.y = -(gl_Position.y);
gl_Position.z = ((2.0f * gl_Position.z) - gl_Position.w);
return;
}
#version 310 es
precision mediump float;
bvec2 tint_isNormal(vec2 param_0) {
uvec2 exponent = floatBitsToUint(param_0) & 0x7f80000u;
uvec2 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
return equal(clamped, exponent);
}
void isNormal_b00ab1() {
bvec2 res = tint_isNormal(vec2(0.0f, 0.0f));
}
void fragment_main() {
isNormal_b00ab1();
}
void main() {
fragment_main();
return;
}
#version 310 es
bvec2 tint_isNormal(vec2 param_0) {
uvec2 exponent = floatBitsToUint(param_0) & 0x7f80000u;
uvec2 clamped = clamp(exponent, 0x0080000u, 0x7f00000u);
return equal(clamped, exponent);
}
void isNormal_b00ab1() {
bvec2 res = tint_isNormal(vec2(0.0f, 0.0f));
}
void compute_main() {
isNormal_b00ab1();
}
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main() {
compute_main();
return;
}