92 lines
2.3 KiB
WebGPU Shading Language
92 lines
2.3 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<i32, 6>;
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[[block]]
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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 arr : array<i32, 3>;
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var index : i32;
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var x_76 : bool;
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var x_86 : bool;
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var x_77_phi : bool;
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var x_87_phi : bool;
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let x_33 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_35 : i32 = x_6.x_GLF_uniform_int_values[5];
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let x_37 : i32 = x_6.x_GLF_uniform_int_values[2];
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arr = array<i32, 3>(x_33, x_35, x_37);
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index = 1;
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loop {
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var x_51 : bool;
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var x_52_phi : bool;
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x_52_phi = true;
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if (true) {
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let x_46 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_48 : i32 = index;
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x_51 = !(((x_46 == 1) && (x_48 <= 1)));
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x_52_phi = x_51;
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}
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let x_52 : bool = x_52_phi;
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if (!(x_52)) {
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} else {
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break;
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}
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let x_55 : i32 = index;
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let x_56 : ptr<function, i32> = &(arr[x_55]);
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let x_57 : i32 = *(x_56);
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*(x_56) = (x_57 + 1);
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let x_59 : i32 = index;
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index = (x_59 + 1);
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}
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let x_62 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_64 : i32 = arr[x_62];
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let x_66 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_67 : bool = (x_64 == x_66);
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x_77_phi = x_67;
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if (x_67) {
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let x_71 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_73 : i32 = arr[x_71];
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let x_75 : i32 = x_6.x_GLF_uniform_int_values[4];
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x_76 = (x_73 == x_75);
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x_77_phi = x_76;
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}
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let x_77 : bool = x_77_phi;
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x_87_phi = x_77;
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if (x_77) {
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let x_81 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_83 : i32 = arr[x_81];
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let x_85 : i32 = x_6.x_GLF_uniform_int_values[2];
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x_86 = (x_83 == x_85);
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x_87_phi = x_86;
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}
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let x_87 : bool = x_87_phi;
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if (x_87) {
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let x_92 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_95 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_98 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_101 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_92), f32(x_95), f32(x_98), f32(x_101));
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} else {
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let x_105 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_106 : f32 = f32(x_105);
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x_GLF_color = vec4<f32>(x_106, x_106, x_106, x_106);
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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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