45 lines
1.2 KiB
WebGPU Shading Language
45 lines
1.2 KiB
WebGPU Shading Language
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type Arr = [[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;
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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 m : mat2x2<f32>;
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let x_29 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_30 : f32 = f32(x_29);
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m = transpose(transpose(mat2x2<f32>(vec2<f32>(x_30, 0.0), vec2<f32>(0.0, x_30))));
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let x_36 : mat2x2<f32> = m;
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let x_38 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_39 : f32 = f32(x_38);
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let x_42 : mat2x2<f32> = mat2x2<f32>(vec2<f32>(x_39, 0.0), vec2<f32>(0.0, x_39));
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if ((all((x_36[0u] == x_42[0u])) && all((x_36[1u] == x_42[1u])))) {
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let x_56 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_59 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_62 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_65 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_56), f32(x_59), f32(x_62), f32(x_65));
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} else {
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let x_69 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_70 : f32 = f32(x_69);
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x_GLF_color = vec4<f32>(x_70, x_70, x_70, x_70);
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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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