152 lines
4.5 KiB
WebGPU Shading Language
152 lines
4.5 KiB
WebGPU Shading Language
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[[block]]
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struct buf0 {
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resolution : vec2<f32>;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_24 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn cross2d_vf2_vf2_(a : ptr<function, vec2<f32>>, b : ptr<function, vec2<f32>>) -> f32 {
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let x_79 : f32 = (*(a)).x;
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let x_81 : f32 = (*(b)).y;
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let x_84 : f32 = (*(b)).x;
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let x_86 : f32 = (*(a)).y;
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return ((x_79 * x_81) - (x_84 * x_86));
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}
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fn pointInTriangle_vf2_vf2_vf2_vf2_(p : ptr<function, vec2<f32>>, a_1 : ptr<function, vec2<f32>>, b_1 : ptr<function, vec2<f32>>, c : ptr<function, vec2<f32>>) -> i32 {
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var x_90 : bool = false;
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var x_91 : i32;
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var pab : f32;
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var param : vec2<f32>;
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var param_1 : vec2<f32>;
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var pbc : f32;
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var param_2 : vec2<f32>;
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var param_3 : vec2<f32>;
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var pca : f32;
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var param_4 : vec2<f32>;
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var param_5 : vec2<f32>;
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var x_140 : bool;
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var x_168 : bool;
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var x_141_phi : bool;
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var x_169_phi : bool;
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var x_173_phi : i32;
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switch(0u) {
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default: {
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let x_94 : ptr<function, f32> = &((*(p)).x);
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let x_95 : f32 = *(x_94);
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let x_96 : ptr<function, f32> = &((*(a_1)).x);
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let x_97 : f32 = *(x_96);
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let x_99 : ptr<function, f32> = &((*(p)).y);
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let x_100 : f32 = *(x_99);
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let x_101 : ptr<function, f32> = &((*(a_1)).y);
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let x_102 : f32 = *(x_101);
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let x_105 : ptr<function, f32> = &((*(b_1)).x);
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let x_106 : f32 = *(x_105);
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let x_107 : f32 = *(x_96);
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let x_109 : ptr<function, f32> = &((*(b_1)).y);
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let x_110 : f32 = *(x_109);
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let x_111 : f32 = *(x_101);
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param = vec2<f32>((x_95 - x_97), (x_100 - x_102));
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param_1 = vec2<f32>((x_106 - x_107), (x_110 - x_111));
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let x_114 : f32 = cross2d_vf2_vf2_(&(param), &(param_1));
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pab = x_114;
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let x_115 : f32 = *(x_94);
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let x_116 : f32 = *(x_105);
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let x_118 : f32 = *(x_99);
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let x_119 : f32 = *(x_109);
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let x_122 : ptr<function, f32> = &((*(c)).x);
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let x_123 : f32 = *(x_122);
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let x_124 : f32 = *(x_105);
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let x_126 : ptr<function, f32> = &((*(c)).y);
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let x_127 : f32 = *(x_126);
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let x_128 : f32 = *(x_109);
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param_2 = vec2<f32>((x_115 - x_116), (x_118 - x_119));
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param_3 = vec2<f32>((x_123 - x_124), (x_127 - x_128));
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let x_131 : f32 = cross2d_vf2_vf2_(&(param_2), &(param_3));
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pbc = x_131;
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let x_134 : bool = ((x_114 < 0.0) && (x_131 < 0.0));
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x_141_phi = x_134;
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if (!(x_134)) {
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x_140 = ((x_114 >= 0.0) && (x_131 >= 0.0));
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x_141_phi = x_140;
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}
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let x_141 : bool = x_141_phi;
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if (!(x_141)) {
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x_90 = true;
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x_91 = 0;
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x_173_phi = 0;
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break;
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}
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let x_145 : f32 = *(x_94);
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let x_146 : f32 = *(x_122);
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let x_148 : f32 = *(x_99);
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let x_149 : f32 = *(x_126);
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let x_152 : f32 = *(x_96);
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let x_153 : f32 = *(x_122);
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let x_155 : f32 = *(x_101);
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let x_156 : f32 = *(x_126);
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param_4 = vec2<f32>((x_145 - x_146), (x_148 - x_149));
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param_5 = vec2<f32>((x_152 - x_153), (x_155 - x_156));
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let x_159 : f32 = cross2d_vf2_vf2_(&(param_4), &(param_5));
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pca = x_159;
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let x_162 : bool = ((x_114 < 0.0) && (x_159 < 0.0));
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x_169_phi = x_162;
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if (!(x_162)) {
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x_168 = ((x_114 >= 0.0) && (x_159 >= 0.0));
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x_169_phi = x_168;
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}
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let x_169 : bool = x_169_phi;
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if (!(x_169)) {
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x_90 = true;
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x_91 = 0;
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x_173_phi = 0;
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break;
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}
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x_90 = true;
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x_91 = 1;
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x_173_phi = 1;
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}
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}
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let x_173 : i32 = x_173_phi;
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return x_173;
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}
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fn main_1() {
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var pos : vec2<f32>;
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var param_6 : vec2<f32>;
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var param_7 : vec2<f32>;
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var param_8 : vec2<f32>;
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var param_9 : vec2<f32>;
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let x_67 : vec4<f32> = gl_FragCoord;
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let x_70 : vec2<f32> = x_24.resolution;
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let x_71 : vec2<f32> = (vec2<f32>(x_67.x, x_67.y) / x_70);
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pos = x_71;
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param_6 = x_71;
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param_7 = vec2<f32>(0.699999988, 0.300000012);
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param_8 = vec2<f32>(0.5, 0.899999976);
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param_9 = vec2<f32>(0.100000001, 0.400000006);
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let x_72 : i32 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9));
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if ((x_72 == 1)) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 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([[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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