xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/Smoothstep.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};
11*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
12*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> {
13*c8dee2aaSAndroid Build Coastguard Worker  {
14*c8dee2aaSAndroid Build Coastguard Worker    const constVal: vec4<f32> = vec4<f32>(-1.25, 0.0, 0.75, 2.25);
15*c8dee2aaSAndroid Build Coastguard Worker    const expectedA: vec4<f32> = vec4<f32>(0.0, 0.0, 0.84375, 1.0);
16*c8dee2aaSAndroid Build Coastguard Worker    const expectedB: vec4<f32> = vec4<f32>(1.0, 0.0, 1.0, 1.0);
17*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp0 = smoothstep(_globalUniforms.colorRed.y, _globalUniforms.colorGreen.y, -1.25);
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = smoothstep(vec2<f32>(_globalUniforms.colorRed.y), vec2<f32>(_globalUniforms.colorGreen.y), vec2<f32>(-1.25, 0.0));
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = smoothstep(vec3<f32>(_globalUniforms.colorRed.y), vec3<f32>(_globalUniforms.colorGreen.y), vec3<f32>(-1.25, 0.0, 0.75));
20*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp3 = smoothstep(vec4<f32>(_globalUniforms.colorRed.y), vec4<f32>(_globalUniforms.colorGreen.y), constVal);
21*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = smoothstep(_globalUniforms.colorRed.x, _globalUniforms.colorGreen.x, -1.25);
22*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = smoothstep(_globalUniforms.colorRed.xy, _globalUniforms.colorGreen.xy, vec2<f32>(-1.25, 0.0));
23*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp6 = smoothstep(_globalUniforms.colorRed.xyz, _globalUniforms.colorGreen.xyz, vec3<f32>(-1.25, 0.0, 0.75));
24*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp7 = smoothstep(_globalUniforms.colorRed, _globalUniforms.colorGreen, constVal);
25*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((((((((((((((0.0 == expectedA.x) && all(vec2<f32>(0.0) == expectedA.xy)) && all(vec3<f32>(0.0, 0.0, 0.84375) == expectedA.xyz)) && all(vec4<f32>(0.0, 0.0, 0.84375, 1.0) == expectedA)) && (0.0 == expectedA.x)) && all(vec2<f32>(0.0) == expectedA.xy)) && all(vec3<f32>(0.0, 0.0, 0.84375) == expectedA.xyz)) && all(vec4<f32>(0.0, 0.0, 0.84375, 1.0) == expectedA)) && (_skTemp0 == expectedA.x)) && all(_skTemp1 == expectedA.xy)) && all(_skTemp2 == expectedA.xyz)) && all(_skTemp3 == expectedA)) && (1.0 == expectedB.x)) && all(vec2<f32>(1.0, 0.0) == expectedB.xy)) && all(vec3<f32>(1.0, 0.0, 1.0) == expectedB.xyz)) && all(vec4<f32>(1.0, 0.0, 1.0, 1.0) == expectedB)) && (_skTemp4 == expectedB.x)) && all(_skTemp5 == expectedB.xy)) && all(_skTemp6 == expectedB.xyz)) && all(_skTemp7 == expectedB)));
26*c8dee2aaSAndroid Build Coastguard Worker  }
27*c8dee2aaSAndroid Build Coastguard Worker}
28*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
29*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
30*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
31*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
32*c8dee2aaSAndroid Build Coastguard Worker}
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