80 lines
1.4 KiB
WebGPU Shading Language
80 lines
1.4 KiB
WebGPU Shading Language
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struct buf0 {
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zero : i32;
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};
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[[group(0), binding(0)]] var<uniform> x_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var highSigned : i32;
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var highUnsigned : u32;
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var i : i32;
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var data : array<i32, 2>;
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var i_1 : u32;
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var x_78 : bool;
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var x_79_phi : bool;
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highSigned = 1;
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highUnsigned = 2u;
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i = 0;
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loop {
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let x_42 : i32 = i;
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let x_43 : i32 = highSigned;
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let x_46 : i32 = x_8.zero;
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if ((x_42 < (min(10, x_43) + x_46))) {
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} else {
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break;
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}
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let x_50 : i32 = i;
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data[x_50] = 5;
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continuing {
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let x_52 : i32 = i;
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i = (x_52 + 1);
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}
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}
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i_1 = 1u;
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loop {
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let x_58 : u32 = i_1;
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let x_59 : u32 = highUnsigned;
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let x_62 : i32 = x_8.zero;
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if ((x_58 < (min(10u, x_59) + bitcast<u32>(x_62)))) {
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} else {
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break;
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}
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let x_67 : u32 = i_1;
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data[x_67] = 6;
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continuing {
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let x_69 : u32 = i_1;
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i_1 = (x_69 + bitcast<u32>(1));
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}
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}
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let x_72 : i32 = data[0];
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let x_73 : bool = (x_72 == 5);
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x_79_phi = x_73;
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if (x_73) {
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let x_77 : i32 = data[1];
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x_78 = (x_77 == 6);
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x_79_phi = x_78;
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}
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let x_79 : bool = x_79_phi;
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if (x_79) {
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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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