struct QuicksortObject { numbers : array; }; struct buf0 { resolution : vec2; }; var obj : QuicksortObject; var x_GLF_FragCoord : vec4; var x_GLF_pos : vec4; @group(0) @binding(0) var x_34 : buf0; var frag_color : vec4; var gl_Position : vec4; fn swap_i1_i1_(i : ptr, j : ptr) { var temp : i32; let x_239 : i32 = *(i); let x_241 : i32 = obj.numbers[x_239]; temp = x_241; let x_242 : i32 = *(i); let x_243 : i32 = *(j); let x_245 : i32 = obj.numbers[x_243]; obj.numbers[x_242] = x_245; let x_247 : i32 = *(j); let x_248 : i32 = temp; obj.numbers[x_247] = x_248; return; } fn performPartition_i1_i1_(l : ptr, h : ptr) -> i32 { var pivot : i32; var i_1 : i32; var j_1 : i32; var param : i32; var param_1 : i32; var param_2 : i32; var param_3 : i32; let x_251 : i32 = *(h); let x_253 : i32 = obj.numbers[x_251]; pivot = x_253; let x_254 : i32 = *(l); i_1 = (x_254 - 1); let x_256 : i32 = *(l); j_1 = x_256; loop { let x_261 : i32 = j_1; let x_262 : i32 = *(h); if ((x_261 <= (x_262 - 1))) { } else { break; } let x_266 : i32 = j_1; let x_268 : i32 = obj.numbers[x_266]; let x_269 : i32 = pivot; if ((x_268 <= x_269)) { let x_273 : i32 = i_1; i_1 = (x_273 + 1); let x_275 : i32 = i_1; param = x_275; let x_276 : i32 = j_1; param_1 = x_276; swap_i1_i1_(&(param), &(param_1)); } continuing { let x_278 : i32 = j_1; j_1 = (x_278 + 1); } } let x_280 : i32 = i_1; param_2 = (x_280 + 1); let x_282 : i32 = *(h); param_3 = x_282; swap_i1_i1_(&(param_2), &(param_3)); let x_284 : i32 = i_1; return (x_284 + 1); } fn quicksort_() { var l_1 : i32; var h_1 : i32; var top : i32; var stack : array; var p : i32; var param_4 : i32; var param_5 : i32; l_1 = 0; h_1 = 9; top = -1; let x_287 : i32 = top; let x_288 : i32 = (x_287 + 1); top = x_288; let x_289 : i32 = l_1; stack[x_288] = x_289; let x_291 : i32 = top; let x_292 : i32 = (x_291 + 1); top = x_292; let x_293 : i32 = h_1; stack[x_292] = x_293; loop { let x_299 : i32 = top; if ((x_299 >= 0)) { } else { break; } let x_302 : i32 = top; top = (x_302 - 1); let x_305 : i32 = stack[x_302]; h_1 = x_305; let x_306 : i32 = top; top = (x_306 - 1); let x_309 : i32 = stack[x_306]; l_1 = x_309; let x_310 : i32 = l_1; param_4 = x_310; let x_311 : i32 = h_1; param_5 = x_311; let x_312 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); p = x_312; let x_313 : i32 = p; let x_315 : i32 = l_1; if (((x_313 - 1) > x_315)) { let x_319 : i32 = top; let x_320 : i32 = (x_319 + 1); top = x_320; let x_321 : i32 = l_1; stack[x_320] = x_321; let x_323 : i32 = top; let x_324 : i32 = (x_323 + 1); top = x_324; let x_325 : i32 = p; stack[x_324] = (x_325 - 1); } let x_328 : i32 = p; let x_330 : i32 = h_1; if (((x_328 + 1) < x_330)) { let x_334 : i32 = top; let x_335 : i32 = (x_334 + 1); top = x_335; let x_336 : i32 = p; stack[x_335] = (x_336 + 1); let x_339 : i32 = top; let x_340 : i32 = (x_339 + 1); top = x_340; let x_341 : i32 = h_1; stack[x_340] = x_341; } } return; } fn main_1() { var i_2 : i32; var uv : vec2; var color : vec3; let x_90 : vec4 = x_GLF_pos; x_GLF_FragCoord = ((x_90 + vec4(1.0, 1.0, 0.0, 0.0)) * vec4(128.0, 128.0, 1.0, 1.0)); i_2 = 0; loop { let x_97 : i32 = i_2; if ((x_97 < 10)) { } else { break; } let x_100 : i32 = i_2; let x_101 : i32 = i_2; obj.numbers[x_100] = (10 - x_101); let x_104 : i32 = i_2; let x_105 : i32 = i_2; let x_107 : i32 = obj.numbers[x_105]; let x_108 : i32 = i_2; let x_110 : i32 = obj.numbers[x_108]; obj.numbers[x_104] = (x_107 * x_110); continuing { let x_113 : i32 = i_2; i_2 = (x_113 + 1); } } quicksort_(); let x_116 : vec4 = x_GLF_FragCoord; let x_119 : vec2 = x_34.resolution; uv = (vec2(x_116.x, x_116.y) / x_119); color = vec3(1.0, 2.0, 3.0); let x_122 : i32 = obj.numbers[0]; let x_125 : f32 = color.x; color.x = (x_125 + f32(x_122)); let x_129 : f32 = uv.x; if ((x_129 > 0.25)) { let x_134 : i32 = obj.numbers[1]; let x_137 : f32 = color.x; color.x = (x_137 + f32(x_134)); } let x_141 : f32 = uv.x; if ((x_141 > 0.5)) { let x_146 : i32 = obj.numbers[2]; let x_149 : f32 = color.y; color.y = (x_149 + f32(x_146)); } let x_153 : f32 = uv.x; if ((x_153 > 0.75)) { let x_158 : i32 = obj.numbers[3]; let x_161 : f32 = color.z; color.z = (x_161 + f32(x_158)); } let x_165 : i32 = obj.numbers[4]; let x_168 : f32 = color.y; color.y = (x_168 + f32(x_165)); let x_172 : f32 = uv.y; if ((x_172 > 0.25)) { let x_177 : i32 = obj.numbers[5]; let x_180 : f32 = color.x; color.x = (x_180 + f32(x_177)); } let x_184 : f32 = uv.y; if ((x_184 > 0.5)) { let x_189 : i32 = obj.numbers[6]; let x_192 : f32 = color.y; color.y = (x_192 + f32(x_189)); } let x_196 : f32 = uv.y; if ((x_196 > 0.75)) { let x_201 : i32 = obj.numbers[7]; let x_204 : f32 = color.z; color.z = (x_204 + f32(x_201)); } let x_208 : i32 = obj.numbers[8]; let x_211 : f32 = color.z; color.z = (x_211 + f32(x_208)); let x_215 : f32 = uv.x; let x_217 : f32 = uv.y; if ((abs((x_215 - x_217)) < 0.25)) { let x_224 : i32 = obj.numbers[9]; let x_227 : f32 = color.x; color.x = (x_227 + f32(x_224)); } let x_230 : vec3 = color; let x_231 : vec3 = normalize(x_230); frag_color = vec4(x_231.x, x_231.y, x_231.z, 1.0); let x_236 : vec4 = x_GLF_pos; gl_Position = x_236; return; } struct main_out { @location(0) frag_color_1 : vec4; @builtin(position) gl_Position : vec4; }; @stage(vertex) fn main(@location(0) x_GLF_pos_param : vec4) -> main_out { x_GLF_pos = x_GLF_pos_param; main_1(); return main_out(frag_color, gl_Position); }