65 lines
1.4 KiB
WebGPU Shading Language
65 lines
1.4 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<i32, 3>;
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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_7 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn func_() -> i32 {
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var i : i32;
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let x_53 : i32 = x_7.x_GLF_uniform_int_values[0];
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i = x_53;
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loop {
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let x_58 : i32 = i;
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i = (x_58 + 1);
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if (true) {
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if (true) {
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let x_65 : i32 = x_7.x_GLF_uniform_int_values[2];
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return x_65;
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}
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}
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continuing {
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let x_66 : i32 = i;
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let x_68 : i32 = x_7.x_GLF_uniform_int_values[1];
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if ((x_66 < x_68)) {
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} else {
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break;
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}
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}
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}
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let x_71 : i32 = x_7.x_GLF_uniform_int_values[0];
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return x_71;
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}
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fn main_1() {
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let x_27 : i32 = func_();
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let x_29 : i32 = x_7.x_GLF_uniform_int_values[2];
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if ((x_27 == x_29)) {
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let x_35 : i32 = x_7.x_GLF_uniform_int_values[2];
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let x_38 : i32 = x_7.x_GLF_uniform_int_values[0];
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let x_41 : i32 = x_7.x_GLF_uniform_int_values[0];
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let x_44 : i32 = x_7.x_GLF_uniform_int_values[2];
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x_GLF_color = vec4<f32>(f32(x_35), f32(x_38), f32(x_41), f32(x_44));
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} else {
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let x_48 : i32 = x_7.x_GLF_uniform_int_values[0];
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let x_49 : f32 = f32(x_48);
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x_GLF_color = vec4<f32>(x_49, x_49, x_49, x_49);
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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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