98 lines
2.7 KiB
WebGPU Shading Language
98 lines
2.7 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<f32, 4>;
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struct buf1 {
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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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struct buf0 {
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x_GLF_uniform_int_values : Arr_1;
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};
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[[group(0), binding(1)]] var<uniform> x_6 : buf1;
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[[group(0), binding(0)]] var<uniform> x_10 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var a : u32;
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var v1 : vec4<f32>;
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var E : f32;
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var x_69 : bool;
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var x_85 : bool;
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var x_101 : bool;
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var x_70_phi : bool;
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var x_86_phi : bool;
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var x_102_phi : bool;
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let x_35 : f32 = x_6.x_GLF_uniform_float_values[1];
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a = pack4x8snorm(vec4<f32>(x_35, x_35, x_35, x_35));
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let x_38 : u32 = a;
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v1 = unpack4x8unorm(x_38);
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let x_41 : f32 = x_6.x_GLF_uniform_float_values[0];
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E = x_41;
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let x_43 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_45 : f32 = v1[x_43];
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let x_47 : f32 = x_6.x_GLF_uniform_float_values[2];
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let x_49 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_53 : f32 = E;
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let x_54 : bool = (abs((x_45 - (x_47 / x_49))) < x_53);
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x_70_phi = x_54;
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if (x_54) {
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let x_58 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_60 : f32 = v1[x_58];
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let x_62 : f32 = x_6.x_GLF_uniform_float_values[2];
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let x_64 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_68 : f32 = E;
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x_69 = (abs((x_60 - (x_62 / x_64))) < x_68);
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x_70_phi = x_69;
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}
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let x_70 : bool = x_70_phi;
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x_86_phi = x_70;
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if (x_70) {
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let x_74 : i32 = x_10.x_GLF_uniform_int_values[3];
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let x_76 : f32 = v1[x_74];
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let x_78 : f32 = x_6.x_GLF_uniform_float_values[2];
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let x_80 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_84 : f32 = E;
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x_85 = (abs((x_76 - (x_78 / x_80))) < x_84);
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x_86_phi = x_85;
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}
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let x_86 : bool = x_86_phi;
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x_102_phi = x_86;
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if (x_86) {
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let x_90 : i32 = x_10.x_GLF_uniform_int_values[2];
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let x_92 : f32 = v1[x_90];
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let x_94 : f32 = x_6.x_GLF_uniform_float_values[2];
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let x_96 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_100 : f32 = E;
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x_101 = (abs((x_92 - (x_94 / x_96))) < x_100);
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x_102_phi = x_101;
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}
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let x_102 : bool = x_102_phi;
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if (x_102) {
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let x_107 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_110 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_113 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_116 : i32 = x_10.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_107), f32(x_110), f32(x_113), f32(x_116));
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} else {
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let x_120 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_121 : f32 = f32(x_120);
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x_GLF_color = vec4<f32>(x_121, x_121, x_121, x_121);
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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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