102 lines
2.6 KiB
WebGPU Shading Language
102 lines
2.6 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<f32, 2>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<i32, 4>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1;
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};
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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[[group(0), binding(1)]] var<uniform> x_10 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var v0 : vec4<f32>;
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var v1 : vec4<f32>;
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var a : i32;
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var c : i32;
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let x_41 : f32 = x_6.x_GLF_uniform_float_values[1];
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v0 = vec4<f32>(x_41, x_41, x_41, x_41);
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let x_44 : f32 = x_6.x_GLF_uniform_float_values[0];
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v1 = vec4<f32>(x_44, x_44, x_44, x_44);
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let x_47 : i32 = x_10.x_GLF_uniform_int_values[1];
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a = x_47;
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loop {
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let x_52 : i32 = a;
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let x_54 : i32 = x_10.x_GLF_uniform_int_values[0];
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if ((x_52 < x_54)) {
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} else {
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break;
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}
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let x_58 : i32 = x_10.x_GLF_uniform_int_values[3];
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c = x_58;
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loop {
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let x_63 : i32 = c;
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let x_65 : i32 = x_10.x_GLF_uniform_int_values[2];
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if ((x_63 < x_65)) {
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} else {
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break;
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}
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let x_68 : i32 = c;
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let x_69 : i32 = clamp(x_68, 0, 3);
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let x_71 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_73 : f32 = v0[x_69];
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v0[x_69] = (x_73 - x_71);
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let x_77 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_79 : i32 = x_10.x_GLF_uniform_int_values[3];
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if ((x_77 == x_79)) {
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let x_83 : i32 = a;
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let x_85 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_87 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_89 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_91 : vec4<f32> = v0;
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let x_93 : i32 = a;
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v1[x_83] = smoothStep(vec4<f32>(x_85, x_87, x_89, 3.0), vec4<f32>(1.0, 1.0, 1.0, 1.0), x_91)[x_93];
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}
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continuing {
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let x_96 : i32 = c;
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c = (x_96 + 1);
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}
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}
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continuing {
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let x_98 : i32 = a;
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a = (x_98 + 1);
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}
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}
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let x_101 : f32 = v1.x;
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let x_103 : f32 = x_6.x_GLF_uniform_float_values[0];
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if ((x_101 == x_103)) {
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let x_109 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_112 : i32 = x_10.x_GLF_uniform_int_values[3];
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let x_115 : i32 = x_10.x_GLF_uniform_int_values[3];
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let x_118 : i32 = x_10.x_GLF_uniform_int_values[1];
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x_GLF_color = vec4<f32>(f32(x_109), f32(x_112), f32(x_115), f32(x_118));
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} else {
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let x_122 : i32 = x_10.x_GLF_uniform_int_values[3];
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let x_123 : f32 = f32(x_122);
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x_GLF_color = vec4<f32>(x_123, x_123, x_123, x_123);
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}
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return;
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}
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struct main_out {
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[[location(0)]]
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x_GLF_color_1 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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