60 lines
1.4 KiB
WebGPU Shading Language
60 lines
1.4 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<i32, 2>;
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[[block]]
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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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[[block]]
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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 undefined : f32;
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var x_45 : bool;
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var x_46_phi : bool;
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undefined = sinh(0x1.8p+128);
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let x_10 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_38 : bool = (1 == x_10);
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x_46_phi = x_38;
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if (!(x_38)) {
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let x_42 : f32 = undefined;
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let x_44 : f32 = x_8.x_GLF_uniform_float_values[0];
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x_45 = (x_42 > x_44);
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x_46_phi = x_45;
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}
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let x_46 : bool = x_46_phi;
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if (x_46) {
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let x_12 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_13 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_14 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_15 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_12), f32(x_13), f32(x_14), f32(x_15));
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} else {
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let x_16 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_60 : f32 = f32(x_16);
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x_GLF_color = vec4<f32>(x_60, x_60, x_60, x_60);
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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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