94 lines
2.3 KiB
WebGPU Shading Language
94 lines
2.3 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<f32, 4>;
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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, 2>;
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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_8 : buf1;
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[[group(0), binding(0)]] var<uniform> x_12 : buf0;
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var<private> x_GLF_v1 : vec4<f32>;
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fn main_1() {
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var uv : vec2<f32>;
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var v1 : vec4<f32>;
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var a : f32;
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var i : i32;
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let x_49 : vec4<f32> = gl_FragCoord;
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uv = vec2<f32>(x_49.x, x_49.y);
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let x_52 : f32 = x_8.x_GLF_uniform_float_values[0];
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v1 = vec4<f32>(x_52, x_52, x_52, x_52);
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let x_55 : f32 = uv.y;
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let x_57 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_55 >= x_57)) {
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let x_62 : f32 = x_8.x_GLF_uniform_float_values[2];
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v1.x = x_62;
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let x_65 : f32 = x_8.x_GLF_uniform_float_values[0];
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v1.y = x_65;
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let x_68 : f32 = x_8.x_GLF_uniform_float_values[0];
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v1.z = x_68;
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let x_71 : f32 = x_8.x_GLF_uniform_float_values[2];
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v1.w = x_71;
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}
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let x_74 : f32 = x_8.x_GLF_uniform_float_values[2];
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a = x_74;
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let x_15 : i32 = x_12.x_GLF_uniform_int_values[1];
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i = x_15;
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loop {
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let x_16 : i32 = i;
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let x_17 : i32 = x_12.x_GLF_uniform_int_values[0];
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if ((x_16 < x_17)) {
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} else {
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break;
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}
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let x_84 : f32 = x_8.x_GLF_uniform_float_values[2];
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let x_86 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_84 < x_86)) {
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discard;
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}
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let x_91 : f32 = v1.x;
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let x_93 : f32 = v1.y;
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let x_96 : f32 = v1.z;
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let x_99 : f32 = v1.w;
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let x_102 : f32 = x_8.x_GLF_uniform_float_values[3];
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a = pow((((x_91 + x_93) + x_96) + x_99), x_102);
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continuing {
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let x_18 : i32 = i;
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i = (x_18 + 1);
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}
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}
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let x_104 : f32 = a;
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let x_106 : f32 = x_8.x_GLF_uniform_float_values[1];
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if ((x_104 == x_106)) {
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let x_111 : vec4<f32> = v1;
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x_GLF_v1 = x_111;
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} else {
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let x_20 : i32 = x_12.x_GLF_uniform_int_values[1];
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let x_113 : f32 = f32(x_20);
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x_GLF_v1 = vec4<f32>(x_113, x_113, x_113, x_113);
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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_v1_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_v1);
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}
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