229 lines
7.9 KiB
Plaintext
229 lines
7.9 KiB
Plaintext
#!amber
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# Copyright 2021 Google LLC
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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# A test for a coverage-gap found by the GraphicsFuzz project.
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# Short description: A fragment shader that covers specific NIR code paths
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# The test passes because the shader always writes red.
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SHADER vertex variant_vertex_shader PASSTHROUGH
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# variant_fragment_shader is derived from the following GLSL:
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# #version 320 es
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# #define _int_0 _GLF_uniform_int_values[0]
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# #define _int_1 _GLF_uniform_int_values[1]
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# #define _float_0_4 _GLF_uniform_float_values[0]
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# #define _float_1_0 _GLF_uniform_float_values[1]
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# #define _float_256_0 _GLF_uniform_float_values[2]
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#
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# precision highp int;
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# precision highp float;
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#
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# // Contents of _GLF_uniform_int_values: [0, 1]
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# layout(set = 0, binding = 0) uniform buf0
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# {
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# int _GLF_uniform_int_values[2];
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# };
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# // Contents of _GLF_uniform_float_values: [0.4, 1.0, 256.0]
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# layout(set = 0, binding = 1) uniform buf1
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# {
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# float _GLF_uniform_float_values[3];
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# };
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# layout(location = 0) out vec4 _GLF_color;
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#
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# void main()
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# {
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# // Always false.
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# if(gl_FragCoord.y < _float_0_4)
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# {
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# _GLF_color = vec4(_int_0);
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# }
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# else
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# {
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# // gl_FragCoord has the decimal part of 0.5. If we name the integer part
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# // of gl_FragCoord (X, Y) it can be expressed as (X + 0.5, Y + 0.5).
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# //
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# // The value of v is calculated as follows:
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# // v = ((X + 0.5, Y + 0.5) - (1.0, 0.4)) * 256
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# // = (X - 1 + 0.5, Y + 0.5 - 0.4) * 256
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# // = (X - 0.5, Y + 0.1) * 256
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# // = (X * 256 - 128, Y * 256 + 25.6)
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# //
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# // X * 256 is always an even number, and substracting 128 still keeps it even.
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# // Y * 256 is always and even number, but adding 25.6 (and converting to an integer)
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# // makes it always odd.
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# ivec2 v = ivec2((gl_FragCoord.xy - vec2(_float_1_0, _float_0_4)) * _float_256_0);
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#
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# // v.x is even and v.y is odd. We substract one from v.y making it even too.
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# // Doing a bitwise AND with an even number always resuls in zero.
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# _GLF_color = vec4(_float_1_0, (v.y - _int_1) & _int_1, v.x & _int_1, _float_1_0);
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# }
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# }
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SHADER fragment variant_fragment_shader SPIRV-ASM TARGET_ENV spv1.0
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; SPIR-V
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; Version: 1.0
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; Generator: Khronos Glslang Reference Front End; 10
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; Bound: 82
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; Schema: 0
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OpCapability Shader
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%1 = OpExtInstImport "GLSL.std.450"
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OpMemoryModel Logical GLSL450
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OpEntryPoint Fragment %4 "main" %9 %30
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OpExecutionMode %4 OriginUpperLeft
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OpSource ESSL 320
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OpName %4 "main"
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OpName %9 "gl_FragCoord"
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OpName %17 "buf1"
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OpMemberName %17 0 "_GLF_uniform_float_values"
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OpName %19 ""
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OpName %30 "_GLF_color"
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OpName %33 "buf0"
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OpMemberName %33 0 "_GLF_uniform_int_values"
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OpName %35 ""
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OpName %44 "v"
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OpDecorate %9 BuiltIn FragCoord
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OpDecorate %16 ArrayStride 16
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OpMemberDecorate %17 0 Offset 0
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OpDecorate %17 Block
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OpDecorate %19 DescriptorSet 0
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OpDecorate %19 Binding 1
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OpDecorate %30 Location 0
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OpDecorate %32 ArrayStride 16
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OpMemberDecorate %33 0 Offset 0
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OpDecorate %33 Block
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OpDecorate %35 DescriptorSet 0
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OpDecorate %35 Binding 0
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%2 = OpTypeVoid
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%3 = OpTypeFunction %2
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%6 = OpTypeFloat 32
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%7 = OpTypeVector %6 4
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%8 = OpTypePointer Input %7
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%9 = OpVariable %8 Input
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%10 = OpTypeInt 32 0
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%11 = OpConstant %10 1
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%12 = OpTypePointer Input %6
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%15 = OpConstant %10 3
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%16 = OpTypeArray %6 %15
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%17 = OpTypeStruct %16
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%18 = OpTypePointer Uniform %17
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%19 = OpVariable %18 Uniform
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%20 = OpTypeInt 32 1
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%21 = OpConstant %20 0
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%22 = OpTypePointer Uniform %6
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%25 = OpTypeBool
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%29 = OpTypePointer Output %7
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%30 = OpVariable %29 Output
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%31 = OpConstant %10 2
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%32 = OpTypeArray %20 %31
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%33 = OpTypeStruct %32
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%34 = OpTypePointer Uniform %33
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%35 = OpVariable %34 Uniform
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%36 = OpTypePointer Uniform %20
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%42 = OpTypeVector %20 2
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%43 = OpTypePointer Function %42
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%45 = OpTypeVector %6 2
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%48 = OpConstant %20 1
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%55 = OpConstant %20 2
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%62 = OpTypePointer Function %20
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%72 = OpConstant %10 0
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%4 = OpFunction %2 None %3
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%5 = OpLabel
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%44 = OpVariable %43 Function
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%13 = OpAccessChain %12 %9 %11
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%14 = OpLoad %6 %13
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%23 = OpAccessChain %22 %19 %21 %21
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%24 = OpLoad %6 %23
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%26 = OpFOrdLessThan %25 %14 %24
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OpSelectionMerge %28 None
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OpBranchConditional %26 %27 %41
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%27 = OpLabel
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%37 = OpAccessChain %36 %35 %21 %21
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%38 = OpLoad %20 %37
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%39 = OpConvertSToF %6 %38
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%40 = OpCompositeConstruct %7 %39 %39 %39 %39
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OpStore %30 %40
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OpBranch %28
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%41 = OpLabel
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%46 = OpLoad %7 %9
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%47 = OpVectorShuffle %45 %46 %46 0 1
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%49 = OpAccessChain %22 %19 %21 %48
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%50 = OpLoad %6 %49
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%51 = OpAccessChain %22 %19 %21 %21
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%52 = OpLoad %6 %51
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%53 = OpCompositeConstruct %45 %50 %52
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%54 = OpFSub %45 %47 %53
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%56 = OpAccessChain %22 %19 %21 %55
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%57 = OpLoad %6 %56
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%58 = OpVectorTimesScalar %45 %54 %57
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%59 = OpConvertFToS %42 %58
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OpStore %44 %59
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%60 = OpAccessChain %22 %19 %21 %48
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%61 = OpLoad %6 %60
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%63 = OpAccessChain %62 %44 %11
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%64 = OpLoad %20 %63
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%65 = OpAccessChain %36 %35 %21 %48
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%66 = OpLoad %20 %65
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%67 = OpISub %20 %64 %66
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%68 = OpAccessChain %36 %35 %21 %48
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%69 = OpLoad %20 %68
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%70 = OpBitwiseAnd %20 %67 %69
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%71 = OpConvertSToF %6 %70
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%73 = OpAccessChain %62 %44 %72
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%74 = OpLoad %20 %73
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%75 = OpAccessChain %36 %35 %21 %48
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%76 = OpLoad %20 %75
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%77 = OpBitwiseAnd %20 %74 %76
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%78 = OpConvertSToF %6 %77
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%79 = OpAccessChain %22 %19 %21 %48
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%80 = OpLoad %6 %79
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%81 = OpCompositeConstruct %7 %61 %71 %78 %80
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OpStore %30 %81
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OpBranch %28
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%28 = OpLabel
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OpReturn
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OpFunctionEnd
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END
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# uniforms for variant
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# _GLF_uniform_float_values
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BUFFER variant__GLF_uniform_float_values DATA_TYPE float[] STD140 DATA
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0.4 1.0 256.0
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END
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# _GLF_uniform_int_values
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BUFFER variant__GLF_uniform_int_values DATA_TYPE int32[] STD140 DATA
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0 1
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END
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BUFFER variant_framebuffer FORMAT B8G8R8A8_UNORM
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PIPELINE graphics variant_pipeline
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ATTACH variant_vertex_shader
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ATTACH variant_fragment_shader
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FRAMEBUFFER_SIZE 256 256
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BIND BUFFER variant_framebuffer AS color LOCATION 0
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BIND BUFFER variant__GLF_uniform_float_values AS uniform DESCRIPTOR_SET 0 BINDING 1
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BIND BUFFER variant__GLF_uniform_int_values AS uniform DESCRIPTOR_SET 0 BINDING 0
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END
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CLEAR_COLOR variant_pipeline 0 0 0 255
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CLEAR variant_pipeline
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RUN variant_pipeline DRAW_RECT POS 0 0 SIZE 256 256
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EXPECT variant_framebuffer IDX 0 0 SIZE 256 256 EQ_RGBA 255 0 0 255
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