55 lines
1.3 KiB
WebGPU Shading Language
55 lines
1.3 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 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, 2>;
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[[block]]
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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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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_7 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_9 : buf0;
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fn main_1() {
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var f : f32;
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let x_35 : f32 = gl_FragCoord.y;
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let x_37 : f32 = x_7.x_GLF_uniform_float_values[1];
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f = fract(trunc(select(1.0, 0.100000001, (x_35 < x_37))));
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let x_42 : f32 = f;
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let x_44 : f32 = x_7.x_GLF_uniform_float_values[0];
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if ((x_42 == x_44)) {
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let x_50 : i32 = x_9.x_GLF_uniform_int_values[0];
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let x_53 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_56 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_59 : i32 = x_9.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_50), f32(x_53), f32(x_56), f32(x_59));
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} else {
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let x_63 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_64 : f32 = f32(x_63);
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x_GLF_color = vec4<f32>(x_64, x_64, x_64, x_64);
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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([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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