skia2/tests/sksl/folding/FloatFolding.glsl

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vec4 main() {
bool _1_ok = true;
float _2_x = 34.0;
_1_ok = true;
_2_x = 30.0;
_1_ok = true;
_2_x = 64.0;
_1_ok = true;
_2_x = 16.0;
_1_ok = true;
_2_x = 19.0;
_1_ok = true;
_2_x = 1.0;
_1_ok = true;
_2_x = -2.0;
_1_ok = true;
_2_x = 3.0;
_1_ok = true;
_2_x = -4.0;
_1_ok = true;
_2_x = 5.0;
_1_ok = true;
_2_x = -6.0;
_1_ok = true;
_2_x = 7.0;
_1_ok = true;
_2_x = -8.0;
_1_ok = true;
_2_x = 9.0;
_1_ok = true;
_2_x = -10.0;
_1_ok = true;
_2_x = 11.0;
_1_ok = true;
_2_x = -12.0;
_1_ok = true;
_2_x = sqrt(1.0);
_1_ok = _2_x == sqrt(1.0);
_2_x = sqrt(2.0);
_1_ok = _1_ok && _2_x == sqrt(2.0);
_2_x = sqrt(3.0);
_1_ok = _1_ok && _2_x == sqrt(3.0);
_2_x = 0.0;
_1_ok = _1_ok;
_2_x = sqrt(5.0);
_1_ok = _1_ok && _2_x == sqrt(5.0);
_2_x = sqrt(6.0);
_1_ok = _1_ok && _2_x == sqrt(6.0);
_2_x = 0.0;
_1_ok = _1_ok;
_2_x = sqrt(8.0);
_1_ok = _1_ok && _2_x == sqrt(8.0);
_2_x = 0.0;
_1_ok = _1_ok;
_2_x += 1.0;
_1_ok = _1_ok && _2_x == 1.0;
_1_ok = _1_ok && _2_x == 1.0;
_2_x -= 2.0;
_1_ok = _1_ok && _2_x == -1.0;
_1_ok = _1_ok && _2_x == -1.0;
_1_ok = _1_ok && _2_x == -1.0;
_2_x *= 2.0;
_1_ok = _1_ok && _2_x == -2.0;
_1_ok = _1_ok && _2_x == -2.0;
_2_x /= 2.0;
_1_ok = _1_ok && _2_x == -1.0;
return _1_ok ? vec4(0.0, 1.0, 0.0, 1.0) : vec4(1.0, 0.0, 0.0, 1.0);
}