dawn-cmake/test/vk-gl-cts/graphicsfuzz/stable-triangle-clamp-condi.../1.wgsl.expected.glsl

184 lines
4.7 KiB
GLSL

SKIP: FAILED
#version 310 es
precision mediump float;
struct buf0 {
vec2 resolution;
};
layout (binding = 0) uniform buf0_1 {
vec2 resolution;
} x_15;
vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float cross2d_vf2_vf2_(inout vec2 a, inout vec2 b) {
float x_85 = a.x;
float x_87 = b.y;
float x_90 = b.x;
float x_92 = a.y;
return ((x_85 * x_87) - (x_90 * x_92));
}
int pointInTriangle_vf2_vf2_vf2_vf2_(inout vec2 p, inout vec2 a_1, inout vec2 b_1, inout vec2 c) {
float var_y = 0.0f;
float x_96 = 0.0f;
float x_97 = 0.0f;
float clamp_y = 0.0f;
float pab = 0.0f;
vec2 param = vec2(0.0f, 0.0f);
vec2 param_1 = vec2(0.0f, 0.0f);
float pbc = 0.0f;
vec2 param_2 = vec2(0.0f, 0.0f);
vec2 param_3 = vec2(0.0f, 0.0f);
float pca = 0.0f;
vec2 param_4 = vec2(0.0f, 0.0f);
vec2 param_5 = vec2(0.0f, 0.0f);
bool x_173 = false;
bool x_205 = false;
bool x_174_phi = false;
bool x_206_phi = false;
float x_99 = x_15.resolution.x;
float x_101 = x_15.resolution.y;
if ((x_99 == x_101)) {
float x_107 = c.y;
vec2 x_108 = vec2(0.0f, x_107);
if (true) {
float x_112 = c.y;
x_97 = x_112;
} else {
x_97 = 1.0f;
}
float x_113 = x_97;
float x_114 = c.y;
vec2 x_116 = vec2(1.0f, max(x_113, x_114));
vec2 x_117 = vec2(x_108.x, x_108.y);
x_96 = x_107;
} else {
x_96 = -1.0f;
}
var_y = x_96;
float x_120 = c.y;
float x_121 = c.y;
clamp_y = clamp(x_120, x_121, var_y);
float x_125 = p.x;
float x_127 = a_1.x;
float x_130 = p.y;
float x_132 = a_1.y;
float x_136 = b_1.x;
float x_137 = a_1.x;
float x_140 = b_1.y;
float x_141 = a_1.y;
param = vec2((x_125 - x_127), (x_130 - x_132));
param_1 = vec2((x_136 - x_137), (x_140 - x_141));
float x_144 = cross2d_vf2_vf2_(param, param_1);
pab = x_144;
float x_145 = p.x;
float x_146 = b_1.x;
float x_148 = p.y;
float x_149 = b_1.y;
float x_153 = c.x;
float x_154 = b_1.x;
float x_156 = clamp_y;
float x_157 = b_1.y;
param_2 = vec2((x_145 - x_146), (x_148 - x_149));
param_3 = vec2((x_153 - x_154), (x_156 - x_157));
float x_160 = cross2d_vf2_vf2_(param_2, param_3);
pbc = x_160;
bool x_165 = ((pab < 0.0f) & (pbc < 0.0f));
x_174_phi = x_165;
if (!(x_165)) {
x_173 = ((pab >= 0.0f) & (pbc >= 0.0f));
x_174_phi = x_173;
}
if (!(x_174_phi)) {
return 0;
}
float x_178 = p.x;
float x_179 = c.x;
float x_181 = p.y;
float x_182 = c.y;
float x_185 = a_1.x;
float x_186 = c.x;
float x_188 = a_1.y;
float x_189 = c.y;
param_4 = vec2((x_178 - x_179), (x_181 - x_182));
param_5 = vec2((x_185 - x_186), (x_188 - x_189));
float x_192 = cross2d_vf2_vf2_(param_4, param_5);
pca = x_192;
bool x_197 = ((pab < 0.0f) & (pca < 0.0f));
x_206_phi = x_197;
if (!(x_197)) {
x_205 = ((pab >= 0.0f) & (pca >= 0.0f));
x_206_phi = x_205;
}
if (!(x_206_phi)) {
return 0;
}
return 1;
}
void main_1() {
vec2 pos = vec2(0.0f, 0.0f);
vec2 param_6 = vec2(0.0f, 0.0f);
vec2 param_7 = vec2(0.0f, 0.0f);
vec2 param_8 = vec2(0.0f, 0.0f);
vec2 param_9 = vec2(0.0f, 0.0f);
vec4 x_72 = tint_symbol;
vec2 x_75 = x_15.resolution;
pos = (vec2(x_72.x, x_72.y) / x_75);
param_6 = pos;
param_7 = vec2(0.699999988f, 0.300000012f);
param_8 = vec2(0.5f, 0.899999976f);
param_9 = vec2(0.100000001f, 0.400000006f);
int x_78 = pointInTriangle_vf2_vf2_vf2_vf2_(param_6, param_7, param_8, param_9);
if ((x_78 == 1)) {
x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
}
return;
}
struct main_out {
vec4 x_GLF_color_1;
};
struct tint_symbol_4 {
vec4 tint_symbol_2;
};
struct tint_symbol_5 {
vec4 x_GLF_color_1;
};
main_out tint_symbol_1_inner(vec4 tint_symbol_2) {
tint_symbol = tint_symbol_2;
main_1();
main_out tint_symbol_6 = main_out(x_GLF_color);
return tint_symbol_6;
}
tint_symbol_5 tint_symbol_1(tint_symbol_4 tint_symbol_3) {
main_out inner_result = tint_symbol_1_inner(tint_symbol_3.tint_symbol_2);
tint_symbol_5 wrapper_result = tint_symbol_5(vec4(0.0f, 0.0f, 0.0f, 0.0f));
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}
out vec4 x_GLF_color_1;
void main() {
tint_symbol_4 inputs;
inputs.tint_symbol_2 = gl_FragCoord;
tint_symbol_5 outputs;
outputs = tint_symbol_1(inputs);
x_GLF_color_1 = outputs.x_GLF_color_1;
}
Error parsing GLSL shader:
ERROR: 0:87: '&' : wrong operand types: no operation '&' exists that takes a left-hand operand of type ' temp bool' and a right operand of type ' temp bool' (or there is no acceptable conversion)
ERROR: 0:87: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.