60 lines
1.4 KiB
WebGPU Shading Language
60 lines
1.4 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 buf0 {
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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 buf1 {
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x_GLF_uniform_int_values : Arr_1;
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};
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_8 : buf1;
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fn main_1() {
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let x_31 : f32 = x_6.x_GLF_uniform_float_values[1];
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x_GLF_color = vec4<f32>(x_31, x_31, x_31, x_31);
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let x_34 : f32 = gl_FragCoord.y;
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let x_36 : f32 = x_6.x_GLF_uniform_float_values[0];
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if ((x_34 >= x_36)) {
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let x_41 : i32 = x_8.x_GLF_uniform_int_values[1];
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switch(x_41) {
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case 0, 16: {
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let x_45 : i32 = x_8.x_GLF_uniform_int_values[0];
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let x_46 : f32 = f32(x_45);
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let x_47 : f32 = f32(x_41);
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x_GLF_color = vec4<f32>(x_46, x_47, x_47, x_46);
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}
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default: {
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}
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}
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}
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let x_50 : i32 = x_8.x_GLF_uniform_int_values[1];
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let x_52 : i32 = x_8.x_GLF_uniform_int_values[0];
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if ((x_50 == x_52)) {
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x_GLF_color = vec4<f32>(x_36, x_36, x_36, x_36);
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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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