xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/Mod.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity);
2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code);
3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut {
4*c8dee2aaSAndroid Build Coastguard Worker  @location(0) sk_FragColor: vec4<f32>,
5*c8dee2aaSAndroid Build Coastguard Worker};
6*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms {
7*c8dee2aaSAndroid Build Coastguard Worker  testInputs: vec4<f32>,
8*c8dee2aaSAndroid Build Coastguard Worker  colorGreen: vec4<f32>,
9*c8dee2aaSAndroid Build Coastguard Worker  colorRed: vec4<f32>,
10*c8dee2aaSAndroid Build Coastguard Worker  colorWhite: vec4<f32>,
11*c8dee2aaSAndroid Build Coastguard Worker};
12*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
13*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> {
14*c8dee2aaSAndroid Build Coastguard Worker  {
15*c8dee2aaSAndroid Build Coastguard Worker    const expectedA: vec4<f32> = vec4<f32>(0.75, 0.0, 0.75, 0.25);
16*c8dee2aaSAndroid Build Coastguard Worker    const expectedB: vec4<f32> = vec4<f32>(0.25, 0.0, 0.75, 1.0);
17*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = _globalUniforms.testInputs.x;
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = _skTemp0 - 1.0 * floor(_skTemp0 / 1.0);
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = _globalUniforms.testInputs.xy;
20*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = _skTemp2 - 1.0 * floor(_skTemp2 / 1.0);
21*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = _globalUniforms.testInputs.xyz;
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = _skTemp4 - 1.0 * floor(_skTemp4 / 1.0);
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = _globalUniforms.testInputs - 1.0 * floor(_globalUniforms.testInputs / 1.0);
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp7 = _globalUniforms.testInputs.x;
25*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp8 = _globalUniforms.colorWhite.x;
26*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp9 = _skTemp7 - _skTemp8 * floor(_skTemp7 / _skTemp8);
27*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp10 = _globalUniforms.testInputs.xy;
28*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp11 = _globalUniforms.colorWhite.xy;
29*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp12 = _skTemp10 - _skTemp11 * floor(_skTemp10 / _skTemp11);
30*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp13 = _globalUniforms.testInputs.xyz;
31*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp14 = _globalUniforms.colorWhite.xyz;
32*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp15 = _skTemp13 - _skTemp14 * floor(_skTemp13 / _skTemp14);
33*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp16 = _globalUniforms.testInputs - _globalUniforms.colorWhite * floor(_globalUniforms.testInputs / _globalUniforms.colorWhite);
34*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((((((((((_skTemp1 == expectedA.x) && all(_skTemp3 == expectedA.xy)) && all(_skTemp5 == expectedA.xyz)) && all(_skTemp6 == expectedA)) && (0.75 == expectedA.x)) && all(vec2<f32>(0.75, 0.0) == expectedA.xy)) && all(vec3<f32>(0.75, 0.0, 0.75) == expectedA.xyz)) && all(vec4<f32>(0.75, 0.0, 0.75, 0.25) == expectedA)) && (_skTemp9 == expectedA.x)) && all(_skTemp12 == expectedA.xy)) && all(_skTemp15 == expectedA.xyz)) && all(_skTemp16 == expectedA)) && (0.25 == expectedB.x)) && all(vec2<f32>(0.25, 0.0) == expectedB.xy)) && all(vec3<f32>(0.25, 0.0, 0.75) == expectedB.xyz)) && all(vec4<f32>(0.25, 0.0, 0.75, 1.0) == expectedB)));
35*c8dee2aaSAndroid Build Coastguard Worker  }
36*c8dee2aaSAndroid Build Coastguard Worker}
37*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
38*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
39*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
40*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
41*c8dee2aaSAndroid Build Coastguard Worker}
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