113 lines
2.4 KiB
WebGPU Shading Language
113 lines
2.4 KiB
WebGPU Shading Language
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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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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_10 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn func_() -> f32 {
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var alwaysFalse : bool;
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var value : vec4<f32>;
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var a : vec2<f32>;
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var i : i32;
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var x_121 : bool;
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var x_122_phi : bool;
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let x_71 : f32 = gl_FragCoord.x;
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alwaysFalse = (x_71 < -1.0);
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let x_73 : bool = alwaysFalse;
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if (x_73) {
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let x_76 : vec2<f32> = a;
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let x_77 : vec4<f32> = value;
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value = vec4<f32>(x_76.x, x_76.y, x_77.z, x_77.w);
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}
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let x_79 : bool = alwaysFalse;
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if (!(x_79)) {
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let x_84 : vec2<f32> = x_10.injectionSwitch;
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let x_85 : vec4<f32> = value;
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value = vec4<f32>(x_84.x, x_84.y, x_85.z, x_85.w);
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}
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let x_87 : vec4<f32> = gl_FragCoord;
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let x_89 : vec4<f32> = value;
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let x_93 : vec4<f32> = value;
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let x_95 : vec2<f32> = (((vec2<f32>(x_87.x, x_87.y) * vec2<f32>(x_89.x, x_89.y)) * vec2<f32>(2.0, 2.0)) + vec2<f32>(x_93.x, x_93.y));
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let x_96 : vec4<f32> = value;
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value = vec4<f32>(x_96.x, x_96.y, x_95.x, x_95.y);
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i = 0;
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loop {
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let x_102 : i32 = i;
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let x_104 : f32 = x_10.injectionSwitch.y;
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if ((x_102 < (i32(x_104) + 1))) {
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} else {
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break;
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}
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let x_109 : i32 = i;
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value.x = f32(x_109);
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continuing {
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let x_112 : i32 = i;
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i = (x_112 + 1);
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}
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}
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let x_115 : f32 = value.x;
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let x_116 : bool = (x_115 == 1.0);
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x_122_phi = x_116;
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if (x_116) {
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let x_120 : f32 = value.y;
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x_121 = (x_120 == 1.0);
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x_122_phi = x_121;
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}
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let x_122 : bool = x_122_phi;
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if (x_122) {
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return 1.0;
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} else {
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return 0.0;
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}
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return 0.0;
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}
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fn main_1() {
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var count : i32;
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var i_1 : i32;
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count = 0;
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i_1 = 0;
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loop {
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let x_51 : i32 = i_1;
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let x_53 : f32 = x_10.injectionSwitch.y;
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if ((x_51 < (i32(x_53) + 1))) {
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} else {
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break;
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}
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let x_58 : f32 = func_();
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let x_60 : i32 = count;
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count = (x_60 + i32(x_58));
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continuing {
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let x_62 : i32 = i_1;
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i_1 = (x_62 + 1);
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}
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}
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let x_64 : i32 = count;
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if ((x_64 == 2)) {
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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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