83 lines
2.5 KiB
WebGPU Shading Language
83 lines
2.5 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<i32, 5>;
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struct buf1 {
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x_GLF_uniform_int_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<f32, 2>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr_1;
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};
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[[group(0), binding(1)]] var<uniform> x_6 : buf1;
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[[group(0), binding(0)]] var<uniform> x_9 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var v : vec4<f32>;
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var i : i32;
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let x_40 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_43 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_46 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_49 : i32 = x_6.x_GLF_uniform_int_values[0];
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v = vec4<f32>(f32(x_40), f32(x_43), f32(x_46), f32(x_49));
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let x_53 : i32 = x_6.x_GLF_uniform_int_values[4];
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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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let x_60 : i32 = x_6.x_GLF_uniform_int_values[0];
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if ((x_58 < x_60)) {
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} else {
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break;
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}
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let x_63 : vec4<f32> = v;
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let x_64 : vec4<f32> = v;
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let x_65 : vec4<f32> = v;
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let x_66 : vec4<f32> = v;
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let x_88 : i32 = i;
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let x_92 : f32 = x_9.x_GLF_uniform_float_values[0];
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if ((mat4x4<f32>(vec4<f32>(x_63.x, x_63.y, x_63.z, x_63.w), vec4<f32>(x_64.x, x_64.y, x_64.z, x_64.w), vec4<f32>(x_65.x, x_65.y, x_65.z, x_65.w), vec4<f32>(x_66.x, x_66.y, x_66.z, x_66.w))[0u][x_88] > x_92)) {
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let x_96 : i32 = i;
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let x_97 : vec4<f32> = v;
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let x_99 : f32 = x_9.x_GLF_uniform_float_values[1];
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let x_102 : f32 = x_9.x_GLF_uniform_float_values[0];
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let x_106 : i32 = x_6.x_GLF_uniform_int_values[1];
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v[x_96] = clamp(x_97, vec4<f32>(x_99, x_99, x_99, x_99), vec4<f32>(x_102, x_102, x_102, x_102))[x_106];
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}
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continuing {
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let x_109 : i32 = i;
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i = (x_109 + 1);
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}
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}
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let x_111 : vec4<f32> = v;
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let x_113 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_114 : f32 = f32(x_113);
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if (all((x_111 == vec4<f32>(x_114, x_114, x_114, x_114)))) {
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let x_122 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_125 : i32 = x_6.x_GLF_uniform_int_values[4];
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let x_128 : i32 = x_6.x_GLF_uniform_int_values[4];
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let x_131 : i32 = x_6.x_GLF_uniform_int_values[1];
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x_GLF_color = vec4<f32>(f32(x_122), f32(x_125), f32(x_128), f32(x_131));
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} else {
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let x_135 : i32 = x_6.x_GLF_uniform_int_values[4];
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let x_136 : f32 = f32(x_135);
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x_GLF_color = vec4<f32>(x_136, x_136, x_136, x_136);
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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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