77 lines
2.3 KiB
WebGPU Shading Language
77 lines
2.3 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<f32, 4>;
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[[block]]
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struct buf1 {
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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, 1>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_int_values : Arr_1;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_6 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_9 : buf0;
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fn main_1() {
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var icoord : vec2<i32>;
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var x_40 : f32;
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var icoord_1 : vec2<i32>;
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let x_42 : f32 = gl_FragCoord.x;
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let x_44 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_47 : f32 = x_6.x_GLF_uniform_float_values[0];
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if (((x_42 * x_44) > x_47)) {
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let x_52 : vec4<f32> = gl_FragCoord;
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let x_55 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_58 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_60 : f32 = x_6.x_GLF_uniform_float_values[2];
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icoord = vec2<i32>(((vec2<f32>(x_52.x, x_52.y) * x_55) - vec2<f32>(x_58, x_60)));
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let x_65 : f32 = x_6.x_GLF_uniform_float_values[2];
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let x_67 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_69 : i32 = icoord.x;
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let x_71 : i32 = icoord.y;
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let x_74 : i32 = x_9.x_GLF_uniform_int_values[0];
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if (((x_69 * x_71) != x_74)) {
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let x_80 : f32 = x_6.x_GLF_uniform_float_values[3];
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x_40 = x_80;
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} else {
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let x_82 : f32 = x_6.x_GLF_uniform_float_values[2];
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x_40 = x_82;
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}
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let x_83 : f32 = x_40;
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let x_85 : i32 = x_9.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(x_65, x_67, x_83, f32(x_85));
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} else {
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let x_88 : vec4<f32> = gl_FragCoord;
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let x_91 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_94 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_96 : f32 = x_6.x_GLF_uniform_float_values[2];
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icoord_1 = vec2<i32>(((vec2<f32>(x_88.x, x_88.y) * x_91) - vec2<f32>(x_94, x_96)));
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let x_101 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_103 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_105 : i32 = icoord_1.x;
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let x_108 : f32 = x_6.x_GLF_uniform_float_values[3];
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x_GLF_color = vec4<f32>(x_101, x_103, f32(x_105), x_108);
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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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