xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/SampleLod.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 Worker@group(0) @binding(10000) var t_Sampler: sampler;
7*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10001) var t_Texture: texture_2d<f32>;
8*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) {
9*c8dee2aaSAndroid Build Coastguard Worker  {
10*c8dee2aaSAndroid Build Coastguard Worker    let c: vec4<f32> = textureSampleLevel(t_Texture, t_Sampler, vec2<f32>(0.0), 0.0);
11*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = vec3<f32>(1.0);
12*c8dee2aaSAndroid Build Coastguard Worker    (*_stageOut).sk_FragColor = c * textureSampleLevel(t_Texture, t_Sampler, _skTemp2.xy / _skTemp2.z, 0.0);
13*c8dee2aaSAndroid Build Coastguard Worker  }
14*c8dee2aaSAndroid Build Coastguard Worker}
15*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
16*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
17*c8dee2aaSAndroid Build Coastguard Worker  _skslMain(&_stageOut);
18*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
19*c8dee2aaSAndroid Build Coastguard Worker}
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