98 lines
2.4 KiB
WebGPU Shading Language
98 lines
2.4 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<i32, 5>;
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struct buf0 {
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x_GLF_uniform_int_values : Arr;
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};
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var i : i32;
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var A : array<i32, 4>;
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var x_77 : bool;
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var x_87 : bool;
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var x_97 : bool;
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var x_78_phi : bool;
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var x_88_phi : bool;
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var x_98_phi : bool;
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let x_33 : i32 = x_6.x_GLF_uniform_int_values[0];
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i = x_33;
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loop {
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let x_38 : i32 = i;
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let x_40 : i32 = x_6.x_GLF_uniform_int_values[4];
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if ((x_38 < x_40)) {
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} else {
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break;
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}
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let x_43 : i32 = i;
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let x_45 : i32 = x_6.x_GLF_uniform_int_values[0];
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A[x_43] = x_45;
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let x_47 : i32 = i;
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let x_50 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_54 : i32 = x_6.x_GLF_uniform_int_values[1];
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if ((max((2 * x_47), (2 * x_50)) == x_54)) {
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let x_58 : i32 = i;
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A[x_58] = 1;
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}
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continuing {
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let x_60 : i32 = i;
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i = (x_60 + 1);
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}
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}
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let x_63 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_65 : i32 = A[x_63];
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let x_67 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_68 : bool = (x_65 == x_67);
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x_78_phi = x_68;
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if (x_68) {
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let x_72 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_74 : i32 = A[x_72];
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let x_76 : i32 = x_6.x_GLF_uniform_int_values[3];
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x_77 = (x_74 == x_76);
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x_78_phi = x_77;
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}
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let x_78 : bool = x_78_phi;
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x_88_phi = x_78;
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if (x_78) {
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let x_82 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_84 : i32 = A[x_82];
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let x_86 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_87 = (x_84 == x_86);
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x_88_phi = x_87;
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}
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let x_88 : bool = x_88_phi;
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x_98_phi = x_88;
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if (x_88) {
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let x_92 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_94 : i32 = A[x_92];
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let x_96 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_97 = (x_94 == x_96);
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x_98_phi = x_97;
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}
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let x_98 : bool = x_98_phi;
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if (x_98) {
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let x_103 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_106 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_109 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_112 : i32 = x_6.x_GLF_uniform_int_values[3];
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x_GLF_color = vec4<f32>(f32(x_103), f32(x_106), f32(x_109), f32(x_112));
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} else {
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x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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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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