50 lines
1.1 KiB
WebGPU Shading Language
50 lines
1.1 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<i32, 2>;
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struct buf0 {
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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, 1>;
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struct buf1 {
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x_GLF_uniform_float_values : Arr_1;
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};
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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[[group(0), binding(1)]] var<uniform> x_8 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var a : f32;
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let x_31 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_34 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_38 : i32 = x_6.x_GLF_uniform_int_values[0];
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a = vec2<f32>(f32(x_31), f32(x_34))[(x_38 | 1)];
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let x_41 : f32 = a;
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let x_43 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_41 == x_43)) {
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let x_48 : f32 = a;
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let x_50 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_53 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_55 : f32 = a;
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x_GLF_color = vec4<f32>(x_48, f32(x_50), f32(x_53), x_55);
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} else {
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let x_57 : f32 = a;
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x_GLF_color = vec4<f32>(x_57, x_57, x_57, x_57);
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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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