53 lines
942 B
WebGPU Shading Language
53 lines
942 B
WebGPU Shading Language
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struct S {
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f0 : i32;
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f1 : vec3<bool>;
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};
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[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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[[group(0), binding(0)]] var<uniform> x_7 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var ll : S;
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var sums : array<f32, 9>;
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ll = S(0, vec3<bool>(true, true, true));
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loop {
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let x_12 : S = ll;
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let x_45 : f32 = x_7.injectionSwitch.y;
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if ((x_12.f0 != i32(x_45))) {
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} else {
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break;
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}
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sums[0] = 0.0;
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continuing {
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let x_13 : S = ll;
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let x_50 : S = ll;
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var x_51_1 : S = x_50;
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x_51_1.f0 = (x_13.f0 + 1);
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let x_51 : S = x_51_1;
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ll = x_51;
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}
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}
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let x_53 : f32 = sums[0];
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let x_54 : vec2<f32> = vec2<f32>(x_53, x_53);
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x_GLF_color = vec4<f32>(1.0, x_54.x, x_54.y, 1.0);
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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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