60 lines
1.3 KiB
WebGPU Shading Language
60 lines
1.3 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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var<private> gl_FragCoord : vec4<f32>;
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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 a : i32;
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var i : i32;
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let x_32 : f32 = gl_FragCoord.x;
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let x_35 : i32 = x_7.x_GLF_uniform_int_values[1];
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a = select(-1, 0, (i32(x_32) < x_35));
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i = 0;
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loop {
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let x_42 : i32 = i;
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if ((x_42 < 5)) {
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} else {
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break;
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}
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let x_45 : i32 = a;
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a = (x_45 / 2);
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continuing {
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let x_47 : i32 = i;
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i = (x_47 + 1);
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}
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}
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let x_49 : i32 = a;
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if ((x_49 == 0)) {
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let x_55 : i32 = x_7.x_GLF_uniform_int_values[0];
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let x_58 : i32 = x_7.x_GLF_uniform_int_values[1];
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let x_61 : i32 = x_7.x_GLF_uniform_int_values[1];
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let x_64 : i32 = x_7.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_55), f32(x_58), f32(x_61), f32(x_64));
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} else {
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let x_68 : i32 = x_7.x_GLF_uniform_int_values[1];
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let x_69 : f32 = f32(x_68);
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x_GLF_color = vec4<f32>(x_69, x_69, x_69, x_69);
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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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