96 lines
2.5 KiB
WebGPU Shading Language
96 lines
2.5 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<f32, 7>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var v1 : vec4<f32>;
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var v2 : vec4<f32>;
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var v3 : vec4<f32>;
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var v4 : vec4<f32>;
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var x_69 : bool;
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var x_77 : bool;
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var x_85 : bool;
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var x_93 : bool;
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var x_70_phi : bool;
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var x_78_phi : bool;
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var x_86_phi : bool;
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var x_94_phi : bool;
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let x_41 : f32 = x_6.x_GLF_uniform_float_values[2];
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let x_43 : f32 = x_6.x_GLF_uniform_float_values[2];
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let x_45 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_47 : f32 = x_6.x_GLF_uniform_float_values[2];
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v1 = vec4<f32>(x_41, x_43, x_45, x_47);
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v2 = vec4<f32>(1.570796371, 1.119769573, 0x1.8p+128, 0.927295208);
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let x_50 : f32 = x_6.x_GLF_uniform_float_values[0];
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v3 = vec4<f32>(x_50, x_50, x_50, x_50);
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let x_52 : vec4<f32> = v1;
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let x_53 : vec4<f32> = v2;
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let x_54 : vec4<f32> = v3;
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v4 = smoothStep(x_52, x_53, x_54);
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let x_56 : vec4<f32> = v4;
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x_GLF_color = vec4<f32>(x_56.x, x_56.y, x_56.w, x_56.x);
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let x_59 : f32 = v4.x;
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let x_61 : f32 = x_6.x_GLF_uniform_float_values[4];
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let x_62 : bool = (x_59 > x_61);
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x_70_phi = x_62;
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if (x_62) {
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let x_66 : f32 = v4.x;
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let x_68 : f32 = x_6.x_GLF_uniform_float_values[5];
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x_69 = (x_66 < x_68);
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x_70_phi = x_69;
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}
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let x_70 : bool = x_70_phi;
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x_78_phi = x_70;
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if (x_70) {
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let x_74 : f32 = v4.y;
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let x_76 : f32 = x_6.x_GLF_uniform_float_values[3];
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x_77 = (x_74 > x_76);
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x_78_phi = x_77;
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}
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let x_78 : bool = x_78_phi;
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x_86_phi = x_78;
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if (x_78) {
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let x_82 : f32 = v4.y;
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let x_84 : f32 = x_6.x_GLF_uniform_float_values[6];
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x_85 = (x_82 < x_84);
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x_86_phi = x_85;
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}
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let x_86 : bool = x_86_phi;
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x_94_phi = x_86;
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if (x_86) {
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let x_90 : f32 = v4.w;
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let x_92 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_93 = (x_90 == x_92);
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x_94_phi = x_93;
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}
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let x_94 : bool = x_94_phi;
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if (x_94) {
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let x_99 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_101 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_103 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_105 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_GLF_color = vec4<f32>(x_99, x_101, x_103, x_105);
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} else {
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let x_108 : f32 = x_6.x_GLF_uniform_float_values[1];
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x_GLF_color = vec4<f32>(x_108, x_108, x_108, x_108);
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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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