[[block]] struct buf0 { injectionSwitch : vec2; }; [[block]] struct buf1 { resolution : vec2; }; var data : array; var temp : array; [[group(0), binding(0)]] var x_28 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; [[group(0), binding(1)]] var x_32 : buf1; fn merge_i1_i1_i1_(from : ptr, mid : ptr, to : ptr) { var k : i32; var i : i32; var j : i32; var i_1 : i32; let x_255 : i32 = *(from); k = x_255; let x_256 : i32 = *(from); i = x_256; let x_257 : i32 = *(mid); j = (x_257 + 1); loop { let x_263 : i32 = i; let x_264 : i32 = *(mid); let x_266 : i32 = j; let x_267 : i32 = *(to); if (((x_263 <= x_264) & (x_266 <= x_267))) { } else { break; } let x_271 : i32 = i; let x_273 : i32 = data[x_271]; let x_274 : i32 = j; let x_276 : i32 = data[x_274]; if ((x_273 < x_276)) { let x_281 : i32 = k; k = (x_281 + 1); let x_283 : i32 = i; i = (x_283 + 1); let x_286 : i32 = data[x_283]; temp[x_281] = x_286; } else { let x_288 : i32 = k; k = (x_288 + 1); let x_290 : i32 = j; j = (x_290 + 1); let x_293 : i32 = data[x_290]; temp[x_288] = x_293; } } loop { let x_299 : i32 = i; let x_301 : i32 = i; let x_302 : i32 = *(mid); if (((x_299 < 10) & (x_301 <= x_302))) { } else { break; } let x_306 : i32 = k; k = (x_306 + 1); let x_308 : i32 = i; i = (x_308 + 1); let x_311 : i32 = data[x_308]; temp[x_306] = x_311; } let x_313 : i32 = *(from); i_1 = x_313; loop { let x_318 : i32 = i_1; let x_319 : i32 = *(to); if ((x_318 <= x_319)) { } else { break; } let x_322 : i32 = i_1; let x_323 : i32 = i_1; let x_325 : i32 = temp[x_323]; data[x_322] = x_325; continuing { let x_327 : i32 = i_1; i_1 = (x_327 + 1); } } return; } fn mergeSort_() { var low : i32; var high : i32; var m : i32; var i_2 : i32; var from_1 : i32; var mid_1 : i32; var to_1 : i32; var param : i32; var param_1 : i32; var param_2 : i32; low = 0; high = 9; m = 1; loop { let x_334 : i32 = m; let x_335 : i32 = high; if ((x_334 <= x_335)) { } else { break; } let x_338 : i32 = low; i_2 = x_338; loop { let x_343 : i32 = i_2; let x_344 : i32 = high; if ((x_343 < x_344)) { } else { break; } let x_347 : i32 = i_2; from_1 = x_347; let x_348 : i32 = i_2; let x_349 : i32 = m; mid_1 = ((x_348 + x_349) - 1); let x_352 : i32 = i_2; let x_353 : i32 = m; let x_357 : i32 = high; to_1 = min(((x_352 + (2 * x_353)) - 1), x_357); let x_359 : i32 = from_1; param = x_359; let x_360 : i32 = mid_1; param_1 = x_360; let x_361 : i32 = to_1; param_2 = x_361; merge_i1_i1_i1_(&(param), &(param_1), &(param_2)); continuing { let x_363 : i32 = m; let x_365 : i32 = i_2; i_2 = (x_365 + (2 * x_363)); } } continuing { let x_367 : i32 = m; m = (2 * x_367); } } return; } fn main_1() { var i_3 : i32; var j_1 : i32; var grey : f32; let x_88 : f32 = x_28.injectionSwitch.x; i_3 = i32(x_88); loop { let x_94 : i32 = i_3; switch(x_94) { case 9: { let x_124 : i32 = i_3; data[x_124] = -5; if (true) { } else { continue; } } case 8: { let x_122 : i32 = i_3; data[x_122] = -4; } case 7: { let x_120 : i32 = i_3; data[x_120] = -3; } case 6: { let x_118 : i32 = i_3; data[x_118] = -2; } case 5: { let x_116 : i32 = i_3; data[x_116] = -1; } case 4: { let x_114 : i32 = i_3; data[x_114] = 0; } case 3: { let x_112 : i32 = i_3; data[x_112] = 1; } case 2: { let x_110 : i32 = i_3; data[x_110] = 2; } case 1: { let x_108 : i32 = i_3; data[x_108] = 3; } case 0: { let x_106 : i32 = i_3; data[x_106] = 4; } default: { } } let x_126 : i32 = i_3; i_3 = (x_126 + 1); continuing { let x_128 : i32 = i_3; if ((x_128 < 10)) { } else { break; } } } j_1 = 0; loop { let x_134 : i32 = j_1; if ((x_134 < 10)) { } else { break; } let x_137 : i32 = j_1; let x_138 : i32 = j_1; let x_140 : i32 = data[x_138]; temp[x_137] = x_140; continuing { let x_142 : i32 = j_1; j_1 = (x_142 + 1); } } mergeSort_(); let x_146 : f32 = gl_FragCoord.y; if ((i32(x_146) < 30)) { let x_153 : i32 = data[0]; grey = (0.5 + (f32(x_153) / 10.0)); } else { let x_158 : f32 = gl_FragCoord.y; if ((i32(x_158) < 60)) { let x_165 : i32 = data[1]; grey = (0.5 + (f32(x_165) / 10.0)); } else { let x_170 : f32 = gl_FragCoord.y; if ((i32(x_170) < 90)) { let x_177 : i32 = data[2]; grey = (0.5 + (f32(x_177) / 10.0)); } else { let x_182 : f32 = gl_FragCoord.y; if ((i32(x_182) < 120)) { let x_189 : i32 = data[3]; grey = (0.5 + (f32(x_189) / 10.0)); } else { let x_194 : f32 = gl_FragCoord.y; if ((i32(x_194) < 150)) { discard; } else { let x_201 : f32 = gl_FragCoord.y; if ((i32(x_201) < 180)) { let x_208 : i32 = data[5]; grey = (0.5 + (f32(x_208) / 10.0)); } else { let x_213 : f32 = gl_FragCoord.y; if ((i32(x_213) < 210)) { let x_220 : i32 = data[6]; grey = (0.5 + (f32(x_220) / 10.0)); } else { let x_225 : f32 = gl_FragCoord.y; if ((i32(x_225) < 240)) { let x_232 : i32 = data[7]; grey = (0.5 + (f32(x_232) / 10.0)); } else { let x_237 : f32 = gl_FragCoord.y; if ((i32(x_237) < 270)) { let x_244 : i32 = data[8]; grey = (0.5 + (f32(x_244) / 10.0)); } else { discard; } } } } } } } } } let x_248 : f32 = grey; let x_249 : vec3 = vec3(x_248, x_248, x_248); x_GLF_color = vec4(x_249.x, x_249.y, x_249.z, 1.0); return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4; }; [[stage(fragment)]] fn main([[builtin(position)]] gl_FragCoord_param : vec4) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }