96 lines
2.8 KiB
WebGPU Shading Language
96 lines
2.8 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, 2>;
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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_6 : buf1;
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[[group(0), binding(0)]] var<uniform> x_10 : 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 : array<i32, 2>;
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var i : i32;
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var a : i32;
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var v1 : vec2<f32>;
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var v2 : vec2<f32>;
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var b : i32;
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let x_46 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_48 : i32 = x_6.x_GLF_uniform_int_values[0];
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A[x_46] = x_48;
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let x_51 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_53 : i32 = x_6.x_GLF_uniform_int_values[1];
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A[x_51] = x_53;
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let x_56 : i32 = x_6.x_GLF_uniform_int_values[0];
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i = x_56;
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loop {
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let x_61 : i32 = i;
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let x_63 : i32 = x_6.x_GLF_uniform_int_values[2];
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if ((x_61 > x_63)) {
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} else {
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break;
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}
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let x_66 : i32 = i;
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i = (x_66 - 1);
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}
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let x_69 : f32 = x_10.x_GLF_uniform_float_values[1];
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let x_71 : f32 = x_10.x_GLF_uniform_float_values[1];
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let x_73 : i32 = i;
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let x_76 : i32 = A[select(x_73, 1, (x_69 >= x_71))];
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a = x_76;
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let x_78 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_80 : i32 = a;
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let x_84 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_87 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_91 : f32 = x_10.x_GLF_uniform_float_values[1];
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let x_93 : f32 = x_10.x_GLF_uniform_float_values[0];
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v1 = select(vec2<f32>(f32(x_78), f32(x_80)), vec2<f32>(f32(x_84), f32(x_87)), vec2<bool>((x_91 < x_93), true));
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let x_98 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_100 : f32 = v1[x_98];
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let x_103 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_105 : f32 = v1[x_103];
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v2 = select(vec2<f32>(x_100, x_100), vec2<f32>(x_105, x_105), vec2<bool>(false, false));
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let x_109 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_110 : f32 = f32(x_109);
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let x_113 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_114 : f32 = f32(x_113);
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let x_116 : vec2<f32> = v2;
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let x_121 : i32 = A[i32(clamp(vec2<f32>(x_110, x_110), vec2<f32>(x_114, x_114), x_116).x)];
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b = x_121;
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let x_122 : i32 = b;
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let x_124 : i32 = x_6.x_GLF_uniform_int_values[1];
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if ((x_122 == x_124)) {
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let x_130 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_133 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_136 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_139 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_130), f32(x_133), f32(x_136), f32(x_139));
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} else {
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let x_143 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_144 : f32 = f32(x_143);
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x_GLF_color = vec4<f32>(x_144, x_144, x_144, x_144);
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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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