63 lines
1.8 KiB
WebGPU Shading Language
63 lines
1.8 KiB
WebGPU Shading Language
|
struct buf0 {
|
||
|
resolution : vec2<f32>;
|
||
|
};
|
||
|
|
||
|
var<private> gl_FragCoord : vec4<f32>;
|
||
|
|
||
|
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
|
||
|
|
||
|
var<private> x_GLF_color : vec4<f32>;
|
||
|
|
||
|
fn main_1() {
|
||
|
var indexable : array<vec4<f32>, 16>;
|
||
|
var x_65 : i32;
|
||
|
var x_65_phi : i32;
|
||
|
var x_68_phi : i32;
|
||
|
let x_51 : vec4<f32> = gl_FragCoord;
|
||
|
let x_54 : vec2<f32> = x_6.resolution;
|
||
|
let x_57 : vec2<f32> = floor(((vec2<f32>(x_51.x, x_51.y) / x_54) * 8.0));
|
||
|
let x_63 : i32 = ((i32(x_57.x) * 8) + i32(x_57.y));
|
||
|
x_65_phi = 0;
|
||
|
x_68_phi = x_63;
|
||
|
loop {
|
||
|
var x_79 : i32;
|
||
|
var x_80 : i32;
|
||
|
var x_69_phi : i32;
|
||
|
x_65 = x_65_phi;
|
||
|
let x_68 : i32 = x_68_phi;
|
||
|
if ((x_68 > 1)) {
|
||
|
} else {
|
||
|
break;
|
||
|
}
|
||
|
if (((x_68 & 1) == 1)) {
|
||
|
x_79 = ((3 * x_68) + 1);
|
||
|
x_69_phi = x_79;
|
||
|
} else {
|
||
|
x_80 = (x_68 / 2);
|
||
|
x_69_phi = x_80;
|
||
|
}
|
||
|
let x_69 : i32 = x_69_phi;
|
||
|
|
||
|
continuing {
|
||
|
x_65_phi = bitcast<i32>((x_65 + bitcast<i32>(1)));
|
||
|
x_68_phi = x_69;
|
||
|
}
|
||
|
}
|
||
|
indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
|
||
|
let x_83 : vec4<f32> = indexable[bitcast<i32>((x_65 % 16))];
|
||
|
x_GLF_color = x_83;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
struct main_out {
|
||
|
[[location(0)]]
|
||
|
x_GLF_color_1 : vec4<f32>;
|
||
|
};
|
||
|
|
||
|
[[stage(fragment)]]
|
||
|
fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
|
||
|
gl_FragCoord = gl_FragCoord_param;
|
||
|
main_1();
|
||
|
return main_out(x_GLF_color);
|
||
|
}
|