126 lines
4.3 KiB
WebGPU Shading Language
126 lines
4.3 KiB
WebGPU Shading Language
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struct buf0 {
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resolution : vec2<f32>;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_20 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn collision_vf2_vf4_(pos : ptr<function, vec2<f32>>, quad : ptr<function, vec4<f32>>) -> bool {
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let x_110 : f32 = (*(pos)).x;
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let x_112 : f32 = (*(quad)).x;
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if ((x_110 < x_112)) {
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return false;
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}
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let x_117 : f32 = (*(pos)).y;
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let x_119 : f32 = (*(quad)).y;
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if ((x_117 < x_119)) {
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return false;
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}
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let x_124 : f32 = (*(pos)).x;
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let x_126 : f32 = (*(quad)).x;
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let x_128 : f32 = (*(quad)).z;
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if ((x_124 > (x_126 + x_128))) {
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return false;
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}
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let x_134 : f32 = (*(pos)).y;
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let x_136 : f32 = (*(quad)).y;
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let x_138 : f32 = (*(quad)).w;
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if ((x_134 > (x_136 + x_138))) {
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return false;
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}
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return true;
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}
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fn match_vf2_(pos_1 : ptr<function, vec2<f32>>) -> vec4<f32> {
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var res : vec4<f32>;
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var x_144 : f32;
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var x_145 : f32;
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var i : i32;
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var param : vec2<f32>;
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var param_1 : vec4<f32>;
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var indexable : array<vec4<f32>, 8>;
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var indexable_1 : array<vec4<f32>, 8>;
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var indexable_2 : array<vec4<f32>, 8>;
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var indexable_3 : array<vec4<f32>, 16>;
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let x_147 : f32 = gl_FragCoord.x;
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if ((x_147 < 0.0)) {
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x_144 = -1.0;
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} else {
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let x_153 : f32 = gl_FragCoord.x;
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if ((x_153 >= 0.0)) {
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let x_159 : f32 = gl_FragCoord.x;
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x_145 = select(1.0, 0.5, (x_159 >= 0.0));
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} else {
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x_145 = 1.0;
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}
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let x_162 : f32 = x_145;
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x_144 = min(x_162, 0.5);
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}
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let x_164 : f32 = x_144;
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res = vec4<f32>(clamp(0.5, 0.5, x_164), 0.5, 1.0, 1.0);
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i = 0;
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loop {
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let x_171 : i32 = i;
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if ((x_171 < 8)) {
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} else {
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break;
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}
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let x_174 : i32 = i;
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let x_175 : vec2<f32> = *(pos_1);
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param = x_175;
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indexable = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
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let x_177 : vec4<f32> = indexable[x_174];
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param_1 = x_177;
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let x_178 : bool = collision_vf2_vf4_(&(param), &(param_1));
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if (x_178) {
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let x_181 : i32 = i;
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indexable_1 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
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let x_183 : f32 = indexable_1[x_181].x;
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let x_185 : i32 = i;
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indexable_2 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
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let x_187 : f32 = indexable_2[x_185].y;
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let x_190 : i32 = i;
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indexable_3 = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_196 : vec4<f32> = indexable_3[((((i32(x_183) * i32(x_187)) + (x_190 * 9)) + 11) % 16)];
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res = x_196;
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}
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continuing {
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let x_197 : i32 = i;
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i = (x_197 + 1);
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}
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}
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let x_199 : vec4<f32> = res;
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return x_199;
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}
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fn main_1() {
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var lin : vec2<f32>;
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var param_2 : vec2<f32>;
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let x_98 : vec4<f32> = gl_FragCoord;
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let x_101 : vec2<f32> = x_20.resolution;
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lin = (vec2<f32>(x_98.x, x_98.y) / x_101);
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let x_103 : vec2<f32> = lin;
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lin = floor((x_103 * 32.0));
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let x_106 : vec2<f32> = lin;
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param_2 = x_106;
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let x_107 : vec4<f32> = match_vf2_(&(param_2));
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x_GLF_color = x_107;
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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([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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