struct buf0 { injectionSwitch : vec2, } var data : array; var temp : array; @group(0) @binding(0) var x_28 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn merge_i1_i1_i1_(f : ptr, mid : ptr, to : ptr) { var k : i32; var i : i32; var j : i32; var i_1 : i32; let x_262 : i32 = *(f); k = x_262; let x_263 : i32 = *(f); i = x_263; let x_264 : i32 = *(mid); j = (x_264 + 1); loop { let x_270 : i32 = i; let x_271 : i32 = *(mid); let x_273 : i32 = j; let x_274 : i32 = *(to); if (((x_270 <= x_271) & (x_273 <= x_274))) { } else { break; } let x_278 : i32 = i; let x_280 : i32 = data[x_278]; let x_281 : i32 = j; let x_283 : i32 = data[x_281]; if ((x_280 < x_283)) { let x_288 : i32 = k; k = (x_288 + 1); let x_290 : i32 = i; i = (x_290 + 1); let x_293 : i32 = data[x_290]; temp[x_288] = x_293; } else { let x_295 : i32 = k; k = (x_295 + 1); let x_297 : i32 = j; j = (x_297 + 1); let x_300 : i32 = data[x_297]; temp[x_295] = x_300; } } loop { let x_306 : i32 = i; let x_308 : i32 = i; let x_309 : i32 = *(mid); if (((x_306 < 10) & (x_308 <= x_309))) { } else { break; } let x_313 : i32 = k; k = (x_313 + 1); let x_315 : i32 = i; i = (x_315 + 1); let x_318 : i32 = data[x_315]; temp[x_313] = x_318; } let x_320 : i32 = *(f); i_1 = x_320; loop { let x_325 : i32 = i_1; let x_326 : i32 = *(to); if ((x_325 <= x_326)) { } else { break; } let x_329 : i32 = i_1; let x_330 : i32 = i_1; let x_332 : i32 = temp[x_330]; data[x_329] = x_332; continuing { let x_334 : i32 = i_1; i_1 = (x_334 + 1); } } return; } fn mergeSort_() { var low : i32; var high : i32; var m : i32; var i_2 : i32; var f_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_341 : i32 = m; let x_342 : i32 = high; if ((x_341 <= x_342)) { } else { break; } let x_345 : i32 = low; i_2 = x_345; loop { let x_350 : i32 = i_2; let x_351 : i32 = high; if ((x_350 < x_351)) { } else { break; } let x_354 : i32 = i_2; f_1 = x_354; let x_355 : i32 = i_2; let x_356 : i32 = m; mid_1 = ((x_355 + x_356) - 1); let x_359 : i32 = i_2; let x_360 : i32 = m; let x_364 : i32 = high; to_1 = min(((x_359 + (2 * x_360)) - 1), x_364); let x_366 : i32 = f_1; param = x_366; let x_367 : i32 = mid_1; param_1 = x_367; let x_368 : i32 = to_1; param_2 = x_368; merge_i1_i1_i1_(&(param), &(param_1), &(param_2)); continuing { let x_370 : i32 = m; let x_372 : i32 = i_2; i_2 = (x_372 + (2 * x_370)); } } continuing { let x_374 : i32 = m; m = (2 * x_374); } } return; } fn main_1() { var i_3 : i32; var j_1 : i32; var grey : f32; let x_86 : f32 = x_28.injectionSwitch.x; i_3 = i32(x_86); loop { let x_92 : i32 = i_3; switch(x_92) { case 9: { let x_122 : i32 = i_3; data[x_122] = -5; } case 8: { let x_120 : i32 = i_3; data[x_120] = -4; } case 7: { let x_118 : i32 = i_3; data[x_118] = -3; } case 6: { let x_116 : i32 = i_3; data[x_116] = -2; } case 5: { let x_114 : i32 = i_3; data[x_114] = -1; } case 4: { let x_112 : i32 = i_3; data[x_112] = 0; } case 3: { let x_110 : i32 = i_3; data[x_110] = 1; } case 2: { let x_108 : i32 = i_3; data[x_108] = 2; } case 1: { let x_106 : i32 = i_3; data[x_106] = 3; } case 0: { let x_104 : i32 = i_3; data[x_104] = 4; } default: { } } let x_124 : i32 = i_3; i_3 = (x_124 + 1); continuing { let x_126 : i32 = i_3; if ((x_126 < 10)) { } else { break; } } } j_1 = 0; loop { let x_132 : i32 = j_1; let x_133 : bool = (x_132 < 10); let x_135 : f32 = x_28.injectionSwitch.x; if (!((x_135 <= 1.0))) { grey = 1.0; } if (x_133) { } else { break; } let x_140 : i32 = j_1; let x_141 : i32 = j_1; let x_143 : i32 = data[x_141]; temp[x_140] = x_143; continuing { let x_145 : i32 = j_1; j_1 = (x_145 + 1); } } mergeSort_(); let x_149 : f32 = gl_FragCoord.y; if ((i32(x_149) < 30)) { let x_156 : i32 = data[0]; grey = (0.5 + (f32(x_156) / 10.0)); } else { let x_161 : f32 = gl_FragCoord.y; if ((i32(x_161) < 60)) { let x_168 : i32 = data[1]; grey = (0.5 + (f32(x_168) / 10.0)); } else { let x_173 : f32 = gl_FragCoord.y; if ((i32(x_173) < 90)) { let x_180 : i32 = data[2]; grey = (0.5 + (f32(x_180) / 10.0)); } else { let x_185 : f32 = gl_FragCoord.y; if ((i32(x_185) < 120)) { let x_192 : i32 = data[3]; grey = (0.5 + (f32(x_192) / 10.0)); } else { let x_197 : f32 = gl_FragCoord.y; if ((i32(x_197) < 150)) { discard; } else { let x_204 : f32 = gl_FragCoord.y; if ((i32(x_204) < 180)) { let x_211 : i32 = data[5]; grey = (0.5 + (f32(x_211) / 10.0)); } else { let x_216 : f32 = gl_FragCoord.y; if ((i32(x_216) < 210)) { let x_223 : i32 = data[6]; grey = (0.5 + (f32(x_223) / 10.0)); } else { let x_228 : f32 = gl_FragCoord.y; if ((i32(x_228) < 240)) { let x_235 : i32 = data[7]; grey = (0.5 + (f32(x_235) / 10.0)); } else { let x_240 : f32 = gl_FragCoord.y; var guard233 : bool = true; if ((i32(x_240) < 270)) { let x_247 : i32 = data[8]; grey = (0.5 + (f32(x_247) / 10.0)); guard233 = false; } else { if (guard233) { let x_252 : f32 = x_28.injectionSwitch.y; if (!((0.0 < x_252))) { guard233 = false; } if (guard233) { discard; } } } } } } } } } } } let x_255 : f32 = grey; let x_256 : vec3 = vec3(x_255, x_255, x_255); x_GLF_color = vec4(x_256.x, x_256.y, x_256.z, 1.0); return; } struct main_out { @location(0) x_GLF_color_1 : vec4, } @fragment fn main(@builtin(position) gl_FragCoord_param : vec4) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }