109 lines
2.4 KiB
WebGPU Shading Language
109 lines
2.4 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<i32, 3>;
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[[block]]
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struct buf1 {
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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 buf0 {
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x_GLF_uniform_float_values : Arr_1;
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};
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[[group(0), binding(1)]] var<uniform> x_7 : buf1;
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_11 : 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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var j : i32;
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let x_36 : i32 = x_7.x_GLF_uniform_int_values[2];
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a = x_36;
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let x_38 : i32 = x_7.x_GLF_uniform_int_values[2];
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i = x_38;
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loop {
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let x_43 : i32 = i;
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let x_45 : i32 = x_7.x_GLF_uniform_int_values[0];
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if ((x_43 < x_45)) {
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} else {
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break;
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}
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let x_49 : i32 = x_7.x_GLF_uniform_int_values[2];
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j = x_49;
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loop {
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let x_54 : i32 = j;
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let x_56 : i32 = x_7.x_GLF_uniform_int_values[0];
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if ((x_54 < x_56)) {
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} else {
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break;
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}
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loop {
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let x_64 : i32 = x_7.x_GLF_uniform_int_values[1];
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a = x_64;
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let x_66 : f32 = gl_FragCoord.y;
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let x_68 : f32 = x_11.x_GLF_uniform_float_values[0];
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if ((x_66 < x_68)) {
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discard;
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}
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continuing {
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let x_72 : i32 = a;
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let x_74 : i32 = x_7.x_GLF_uniform_int_values[1];
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if ((x_72 < x_74)) {
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} else {
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break;
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}
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}
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}
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let x_77 : f32 = gl_FragCoord.y;
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let x_79 : f32 = x_11.x_GLF_uniform_float_values[0];
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if ((x_77 < x_79)) {
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break;
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}
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continuing {
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let x_83 : i32 = j;
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j = (x_83 + 1);
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}
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}
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continuing {
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let x_85 : i32 = i;
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i = (x_85 + 1);
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}
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}
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let x_87 : i32 = a;
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let x_89 : i32 = x_7.x_GLF_uniform_int_values[1];
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if ((x_87 == x_89)) {
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let x_94 : i32 = a;
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let x_97 : i32 = x_7.x_GLF_uniform_int_values[2];
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let x_100 : i32 = x_7.x_GLF_uniform_int_values[2];
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let x_102 : i32 = a;
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x_GLF_color = vec4<f32>(f32(x_94), f32(x_97), f32(x_100), f32(x_102));
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} else {
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let x_106 : i32 = x_7.x_GLF_uniform_int_values[2];
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let x_107 : f32 = f32(x_106);
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x_GLF_color = vec4<f32>(x_107, x_107, x_107, x_107);
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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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