103 lines
1.8 KiB
WebGPU Shading Language
103 lines
1.8 KiB
WebGPU Shading Language
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var<private> x_GLF_color : vec4<f32>;
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fn func_() -> vec3<f32> {
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var v : vec2<f32>;
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var i : i32;
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var k : i32;
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v = vec2<f32>(1.0, 1.0);
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i = 0;
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k = 0;
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loop {
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let x_90 : i32 = k;
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if ((x_90 < 2)) {
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} else {
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break;
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}
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let x_94 : f32 = v.y;
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if (((x_94 + 1.0) > 4.0)) {
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break;
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}
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v.y = 1.0;
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let x_100 : i32 = i;
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i = (x_100 + 1);
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continuing {
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let x_102 : i32 = k;
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k = (x_102 + 1);
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}
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}
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let x_104 : i32 = i;
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if ((x_104 < 10)) {
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return vec3<f32>(1.0, 0.0, 0.0);
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} else {
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return vec3<f32>(0.0, 0.0, 1.0);
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}
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return vec3<f32>(0.0, 0.0, 0.0);
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}
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fn main_1() {
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var j : i32;
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var data : array<vec3<f32>, 2>;
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var j_1 : i32;
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var x_80 : bool;
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var x_81_phi : bool;
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j = 0;
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loop {
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let x_49 : i32 = j;
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if ((x_49 < 1)) {
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} else {
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break;
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}
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let x_52 : i32 = j;
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let x_53 : vec3<f32> = func_();
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data[x_52] = x_53;
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continuing {
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let x_55 : i32 = j;
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j = (x_55 + 1);
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}
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}
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j_1 = 0;
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loop {
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let x_61 : i32 = j_1;
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if ((x_61 < 1)) {
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} else {
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break;
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}
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let x_64 : i32 = j_1;
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let x_67 : vec3<f32> = func_();
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data[((4 * x_64) + 1)] = x_67;
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continuing {
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let x_69 : i32 = j_1;
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j_1 = (x_69 + 1);
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}
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}
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let x_72 : vec3<f32> = data[0];
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let x_74 : bool = all((x_72 == vec3<f32>(1.0, 0.0, 0.0)));
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x_81_phi = x_74;
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if (x_74) {
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let x_78 : vec3<f32> = data[1];
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x_80 = all((x_78 == vec3<f32>(1.0, 0.0, 0.0)));
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x_81_phi = x_80;
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}
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let x_81 : bool = x_81_phi;
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if (x_81) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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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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