blob: bdeba4be67b6542e00e60317d9c97c51d0f82895 [file] [log] [blame]
bug/tint/948.wgsl:146:33 warning: 'textureSampleBias' must only be called from uniform control flow
let x_217 : vec4<f32> = textureSampleBias(animationMapTexture, animationMapSampler, vec2<f32>(((x_208 + 0.5) / x_211), (0.125 * x_214)), 0.0);
^^^^^^^^^^^^^^^^^
bug/tint/948.wgsl:138:9 note: control flow depends on non-uniform value
if ((x_197 > x_198)) {
^^
bug/tint/948.wgsl:137:27 note: reading from module-scope private variable 'mt' may result in a non-uniform value
let x_198 : f32 = mt;
^^
#version 310 es
precision mediump float;
float tint_float_modulo(float lhs, float rhs) {
return (lhs - rhs * trunc(lhs / rhs));
}
layout(location = 2) in vec2 tUV_param_1;
layout(location = 5) in vec2 tileID_1_param_1;
layout(location = 4) in vec2 levelUnits_param_1;
layout(location = 3) in vec2 stageUnits_1_param_1;
layout(location = 0) in vec3 vPosition_param_1;
layout(location = 1) in vec2 vUV_param_1;
layout(location = 0) out vec4 glFragColor_1_1;
struct LeftOver {
float time;
uint padding;
mat4 worldViewProjection;
vec2 outputSize;
vec2 stageSize;
vec2 spriteMapSize;
float stageScale;
float spriteCount;
vec3 colorMul;
};
layout(binding = 9) uniform LeftOver_1 {
float time;
uint padding;
mat4 worldViewProjection;
vec2 outputSize;
vec2 stageSize;
vec2 spriteMapSize;
float stageScale;
float spriteCount;
vec3 colorMul;
} x_20;
vec2 tUV = vec2(0.0f, 0.0f);
float mt = 0.0f;
vec4 glFragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec2 tileID_1 = vec2(0.0f, 0.0f);
vec2 levelUnits = vec2(0.0f, 0.0f);
vec2 stageUnits_1 = vec2(0.0f, 0.0f);
vec3 vPosition = vec3(0.0f, 0.0f, 0.0f);
vec2 vUV = vec2(0.0f, 0.0f);
uniform highp sampler2D frameMapTexture_frameMapSampler;
mat4 getFrameData_f1_(inout float frameID) {
float fX = 0.0f;
float x_15 = frameID;
float x_25 = x_20.spriteCount;
fX = (x_15 / x_25);
vec4 x_40 = texture(frameMapTexture_frameMapSampler, vec2(fX, 0.0f), 0.0f);
vec4 x_47 = texture(frameMapTexture_frameMapSampler, vec2(fX, 0.25f), 0.0f);
vec4 x_54 = texture(frameMapTexture_frameMapSampler, vec2(fX, 0.5f), 0.0f);
return mat4(vec4(x_40.x, x_40.y, x_40.z, x_40.w), vec4(x_47.x, x_47.y, x_47.z, x_47.w), vec4(x_54.x, x_54.y, x_54.z, x_54.w), vec4(0.0f));
}
uniform highp sampler2D tileMapsTexture1_tileMapsSampler;
uniform highp sampler2D tileMapsTexture0_tileMapsSampler;
uniform highp sampler2D animationMapTexture_animationMapSampler;
uniform highp sampler2D spriteSheetTexture_spriteSheetSampler;
void main_1() {
vec4 color = vec4(0.0f, 0.0f, 0.0f, 0.0f);
vec2 tileUV = vec2(0.0f, 0.0f);
vec2 tileID = vec2(0.0f, 0.0f);
vec2 sheetUnits = vec2(0.0f, 0.0f);
float spriteUnits = 0.0f;
vec2 stageUnits = vec2(0.0f, 0.0f);
int i = 0;
float frameID_1 = 0.0f;
vec4 animationData = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float f = 0.0f;
mat4 frameData = mat4(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
float param = 0.0f;
vec2 frameSize = vec2(0.0f, 0.0f);
vec2 offset_1 = vec2(0.0f, 0.0f);
vec2 ratio = vec2(0.0f, 0.0f);
vec4 nc = vec4(0.0f, 0.0f, 0.0f, 0.0f);
float alpha = 0.0f;
vec3 mixed = vec3(0.0f, 0.0f, 0.0f);
color = vec4(0.0f);
tileUV = fract(tUV);
float x_91 = tileUV.y;
tileUV.y = (1.0f - x_91);
tileID = floor(tUV);
vec2 x_101 = x_20.spriteMapSize;
sheetUnits = (vec2(1.0f) / x_101);
float x_106 = x_20.spriteCount;
spriteUnits = (1.0f / x_106);
vec2 x_111 = x_20.stageSize;
stageUnits = (vec2(1.0f) / x_111);
i = 0;
{
for(; (i < 2); i = (i + 1)) {
switch(i) {
case 1: {
vec2 x_150 = tileID;
vec2 x_154 = x_20.stageSize;
vec4 x_156 = texture(tileMapsTexture1_tileMapsSampler, ((x_150 + vec2(0.5f)) / x_154), 0.0f);
frameID_1 = x_156.x;
break;
}
case 0: {
vec2 x_136 = tileID;
vec2 x_140 = x_20.stageSize;
vec4 x_142 = texture(tileMapsTexture0_tileMapsSampler, ((x_136 + vec2(0.5f)) / x_140), 0.0f);
frameID_1 = x_142.x;
break;
}
default: {
break;
}
}
float x_166 = frameID_1;
float x_169 = x_20.spriteCount;
vec4 x_172 = texture(animationMapTexture_animationMapSampler, vec2(((x_166 + 0.5f) / x_169), 0.0f), 0.0f);
animationData = x_172;
float x_174 = animationData.y;
if ((x_174 > 0.0f)) {
float x_181 = x_20.time;
float x_184 = animationData.z;
mt = tint_float_modulo((x_181 * x_184), 1.0f);
f = 0.0f;
{
for(; (f < 8.0f); f = (f + 1.0f)) {
float x_197 = animationData.y;
if ((x_197 > mt)) {
float x_203 = animationData.x;
frameID_1 = x_203;
break;
}
float x_208 = frameID_1;
float x_211 = x_20.spriteCount;
vec4 x_217 = texture(animationMapTexture_animationMapSampler, vec2(((x_208 + 0.5f) / x_211), (0.125f * f)), 0.0f);
animationData = x_217;
}
}
}
param = (frameID_1 + 0.5f);
mat4 x_225 = getFrameData_f1_(param);
frameData = x_225;
vec4 x_228 = frameData[0];
vec2 x_231 = x_20.spriteMapSize;
frameSize = (vec2(x_228.w, x_228.z) / x_231);
vec4 x_235 = frameData[0];
offset_1 = (vec2(x_235.x, x_235.y) * sheetUnits);
vec4 x_241 = frameData[2];
vec4 x_244 = frameData[0];
ratio = (vec2(x_241.x, x_241.y) / vec2(x_244.w, x_244.z));
float x_248 = frameData[2].z;
if ((x_248 == 1.0f)) {
vec2 x_252 = tileUV;
tileUV = vec2(x_252.y, x_252.x);
}
if ((i == 0)) {
vec4 x_268 = texture(spriteSheetTexture_spriteSheetSampler, ((tileUV * frameSize) + offset_1));
color = x_268;
} else {
vec4 x_279 = texture(spriteSheetTexture_spriteSheetSampler, ((tileUV * frameSize) + offset_1));
nc = x_279;
float x_283 = color.w;
float x_285 = nc.w;
alpha = min((x_283 + x_285), 1.0f);
vec4 x_290 = color;
vec4 x_292 = nc;
float x_295 = nc.w;
mixed = mix(vec3(x_290.x, x_290.y, x_290.z), vec3(x_292.x, x_292.y, x_292.z), vec3(x_295, x_295, x_295));
vec3 x_298 = mixed;
color = vec4(x_298.x, x_298.y, x_298.z, alpha);
}
}
}
vec3 x_310 = x_20.colorMul;
vec4 x_311 = color;
vec3 x_313 = (vec3(x_311.x, x_311.y, x_311.z) * x_310);
color = vec4(x_313.x, x_313.y, x_313.z, color.w);
glFragColor = color;
return;
}
struct main_out {
vec4 glFragColor_1;
};
main_out tint_symbol(vec2 tUV_param, vec2 tileID_1_param, vec2 levelUnits_param, vec2 stageUnits_1_param, vec3 vPosition_param, vec2 vUV_param) {
tUV = tUV_param;
tileID_1 = tileID_1_param;
levelUnits = levelUnits_param;
stageUnits_1 = stageUnits_1_param;
vPosition = vPosition_param;
vUV = vUV_param;
main_1();
main_out tint_symbol_1 = main_out(glFragColor);
return tint_symbol_1;
}
void main() {
main_out inner_result = tint_symbol(tUV_param_1, tileID_1_param_1, levelUnits_param_1, stageUnits_1_param_1, vPosition_param_1, vUV_param_1);
glFragColor_1_1 = inner_result.glFragColor_1;
return;
}