Harbor

branch main
showing the latest snapshot on main
splat_test.wgsl 552 B · Plain text
shader/tests/golden/splat_test.wgsl 0644 Raw
struct _shade_Input {
	@location(0) value: f32,
}

struct _shade_Output {
	@location(0) _value: vec4<f32>,
}

@fragment
fn shade(input: _shade_Input) -> _shade_Output {
	var __luma_output: _shade_Output;
	let zero3 = vec3<f32>(0.0, 0.0, 0.0);
	let one4 = vec4<f32>(1.0, 1.0, 1.0, 1.0);
	let half2 = vec2<f32>(0.5, 0.5);
	let full = vec3<f32>(1.0, 2.0, 3.0);
	let x = input.value;
	let splatted = vec4<f32>(x, x, x, x);
	__luma_output._value = vec4<f32>(((((zero3.x + one4.x) + half2.x) + full.x) + splatted.x), 0.0, 0.0, 1.0);
	return __luma_output;
}