xref: /aosp_15_r20/external/skia/tests/sksl/shared/RectangleTexture.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 test2D_Sampler: sampler;
7*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10001) var test2D_Texture: texture_2d<f32>;
8*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10002) var test2DRect_Sampler: sampler;
9*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10003) var test2DRect_Texture: texture_2d<f32>;
10*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) {
11*c8dee2aaSAndroid Build Coastguard Worker  {
12*c8dee2aaSAndroid Build Coastguard Worker    (*_stageOut).sk_FragColor = textureSample(test2D_Texture, test2D_Sampler, vec2<f32>(0.5));
13*c8dee2aaSAndroid Build Coastguard Worker    (*_stageOut).sk_FragColor = textureSample(test2DRect_Texture, test2DRect_Sampler, vec2<f32>(0.5));
14*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = vec3<f32>(0.5);
15*c8dee2aaSAndroid Build Coastguard Worker    (*_stageOut).sk_FragColor = textureSample(test2DRect_Texture, test2DRect_Sampler, _skTemp4.xy / _skTemp4.z);
16*c8dee2aaSAndroid Build Coastguard Worker  }
17*c8dee2aaSAndroid Build Coastguard Worker}
18*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
19*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
20*c8dee2aaSAndroid Build Coastguard Worker  _skslMain(&_stageOut);
21*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
22*c8dee2aaSAndroid Build Coastguard Worker}
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