42 lines
1.1 KiB
WebGPU Shading Language
42 lines
1.1 KiB
WebGPU Shading Language
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var<private> x_GLF_color : vec4<f32>;
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var<private> gl_FragCoord : vec4<f32>;
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fn main_1() {
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var x_37 : mat4x3<f32>;
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var x_38_phi : mat4x3<f32>;
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var x_48_phi : vec3<f32>;
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let x_32 : f32 = gl_FragCoord.y;
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if ((x_32 < 1.0)) {
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x_38_phi = mat4x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0), vec3<f32>(0.0, 0.0, 0.0));
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} else {
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x_37 = transpose(mat3x4<f32>(vec4<f32>(1.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 1.0, 0.0)));
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x_38_phi = x_37;
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}
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let x_38 : mat4x3<f32> = x_38_phi;
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let x_40 : f32 = transpose(x_38)[0u].y;
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loop {
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if ((x_40 > 1.0)) {
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x_48_phi = vec3<f32>(0.0, 0.0, 0.0);
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break;
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}
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x_48_phi = vec3<f32>(1.0, 0.0, 0.0);
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break;
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}
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let x_48 : vec3<f32> = x_48_phi;
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x_GLF_color = vec4<f32>(x_48.x, x_48.y, x_48.z, 1.0);
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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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