60 lines
1.4 KiB
WebGPU Shading Language
60 lines
1.4 KiB
WebGPU Shading Language
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type Arr = [[stride(16)]] array<f32, 1>;
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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 : vec2<f32>;
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var b : vec2<f32>;
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var a : f32;
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var x_51 : bool;
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var x_52_phi : bool;
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let x_30 : f32 = x_6.x_GLF_uniform_float_values[0];
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v1 = vec2<f32>(x_30, x_30);
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let x_32 : vec2<f32> = v1;
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b = fract(x_32);
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let x_34 : vec2<f32> = b;
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a = smoothStep(vec2<f32>(1.0, 1.0), vec2<f32>(1.0, 1.0), x_34).x;
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let x_38 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_39 : f32 = a;
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let x_40 : f32 = a;
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let x_42 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_GLF_color = vec4<f32>(x_38, x_39, x_40, x_42);
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let x_45 : f32 = b.x;
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let x_46 : bool = (x_45 < 1.0);
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x_52_phi = x_46;
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if (x_46) {
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let x_50 : f32 = b.y;
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x_51 = (x_50 < 1.0);
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x_52_phi = x_51;
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}
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let x_52 : bool = x_52_phi;
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if (x_52) {
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let x_57 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_59 : f32 = b.x;
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let x_61 : f32 = b.y;
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let x_63 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_GLF_color = vec4<f32>(x_57, x_59, x_61, x_63);
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} else {
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let x_66 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_GLF_color = vec4<f32>(x_66, x_66, x_66, x_66);
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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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