struct QuicksortObject { numbers : array; }; struct buf1 { resolution : vec2; }; struct buf0 { injectionSwitch : vec2; }; var obj : QuicksortObject; var x_GLF_FragCoord : vec4; var x_GLF_pos : vec4; [[group(0), binding(1)]] var x_34 : buf1; [[group(0), binding(0)]] var x_37 : buf0; var frag_color : vec4; var gl_Position : vec4; fn swap_i1_i1_(i : ptr, j : ptr) { var temp : i32; let x_257 : i32 = *(i); let x_259 : i32 = obj.numbers[x_257]; temp = x_259; let x_260 : i32 = *(i); let x_261 : i32 = *(j); let x_263 : i32 = obj.numbers[x_261]; obj.numbers[x_260] = x_263; let x_265 : i32 = *(j); let x_266 : i32 = temp; obj.numbers[x_265] = x_266; 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_269 : i32 = *(h); let x_271 : i32 = obj.numbers[x_269]; pivot = x_271; let x_272 : i32 = *(l); i_1 = (x_272 - 1); let x_274 : i32 = *(l); j_1 = x_274; loop { let x_279 : i32 = j_1; let x_280 : i32 = *(h); if ((x_279 <= (x_280 - 1))) { } else { break; } let x_284 : i32 = j_1; let x_286 : i32 = obj.numbers[x_284]; let x_287 : i32 = pivot; if ((x_286 <= x_287)) { let x_291 : i32 = i_1; i_1 = (x_291 + 1); let x_293 : i32 = i_1; param = x_293; let x_294 : i32 = j_1; param_1 = x_294; swap_i1_i1_(&(param), &(param_1)); } continuing { let x_296 : i32 = j_1; j_1 = (x_296 + 1); } } let x_298 : i32 = i_1; param_2 = (x_298 + 1); let x_300 : i32 = *(h); param_3 = x_300; swap_i1_i1_(&(param_2), &(param_3)); let x_302 : i32 = i_1; return (x_302 + 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_305 : i32 = top; let x_306 : i32 = (x_305 + 1); top = x_306; let x_307 : i32 = l_1; stack[x_306] = x_307; let x_309 : i32 = top; let x_310 : i32 = (x_309 + 1); top = x_310; let x_311 : i32 = h_1; stack[x_310] = x_311; loop { let x_317 : i32 = top; if ((x_317 >= 0)) { } else { break; } let x_320 : i32 = top; top = (x_320 - 1); let x_323 : i32 = stack[x_320]; h_1 = x_323; let x_324 : i32 = top; top = (x_324 - 1); let x_327 : i32 = stack[x_324]; l_1 = x_327; let x_328 : i32 = l_1; param_4 = x_328; let x_329 : i32 = h_1; param_5 = x_329; let x_330 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); p = x_330; let x_331 : i32 = p; let x_333 : i32 = l_1; if (((x_331 - 1) > x_333)) { let x_337 : i32 = top; let x_338 : i32 = (x_337 + 1); top = x_338; let x_339 : i32 = l_1; stack[x_338] = x_339; let x_341 : i32 = top; let x_342 : i32 = (x_341 + 1); top = x_342; let x_343 : i32 = p; stack[x_342] = (x_343 - 1); } let x_346 : i32 = p; let x_348 : i32 = h_1; if (((x_346 + 1) < x_348)) { let x_352 : i32 = top; let x_353 : i32 = (x_352 + 1); top = x_353; let x_354 : i32 = p; stack[x_353] = (x_354 + 1); let x_357 : i32 = top; let x_358 : i32 = (x_357 + 1); top = x_358; let x_359 : i32 = h_1; stack[x_358] = x_359; } } return; } fn main_1() { var i_2 : i32; var uv : vec2; var color : vec3; let x_94 : vec4 = x_GLF_pos; x_GLF_FragCoord = ((x_94 + vec4(1.0, 1.0, 0.0, 0.0)) * vec4(128.0, 128.0, 1.0, 1.0)); i_2 = 0; loop { let x_101 : i32 = i_2; if ((x_101 < 10)) { } else { break; } let x_104 : i32 = i_2; let x_105 : i32 = i_2; obj.numbers[x_104] = (10 - x_105); let x_108 : i32 = i_2; let x_109 : i32 = i_2; let x_111 : i32 = obj.numbers[x_109]; let x_112 : i32 = i_2; let x_114 : i32 = obj.numbers[x_112]; obj.numbers[x_108] = (x_111 * x_114); continuing { let x_117 : i32 = i_2; i_2 = (x_117 + 1); } } quicksort_(); let x_120 : vec4 = x_GLF_FragCoord; let x_123 : vec2 = x_34.resolution; uv = (vec2(x_120.x, x_120.y) / x_123); color = vec3(1.0, 2.0, 3.0); let x_126 : i32 = obj.numbers[0]; let x_129 : f32 = color.x; color.x = (x_129 + f32(x_126)); let x_133 : f32 = uv.x; if ((x_133 > 0.25)) { let x_138 : i32 = obj.numbers[1]; let x_141 : f32 = color.x; color.x = (x_141 + f32(x_138)); } let x_145 : f32 = uv.x; if ((x_145 > 0.5)) { let x_150 : f32 = x_37.injectionSwitch.y; let x_155 : i32 = obj.numbers[max((2 * i32(x_150)), 2)]; let x_158 : f32 = x_37.injectionSwitch.y; let x_163 : i32 = obj.numbers[max((2 * i32(x_158)), 2)]; let x_167 : f32 = color.y; color.y = (x_167 + max(f32(x_155), f32(x_163))); } let x_171 : f32 = uv.x; if ((x_171 > 0.75)) { let x_176 : i32 = obj.numbers[3]; let x_179 : f32 = color.z; color.z = (x_179 + f32(x_176)); } let x_183 : i32 = obj.numbers[4]; let x_186 : f32 = color.y; color.y = (x_186 + f32(x_183)); let x_190 : f32 = uv.y; if ((x_190 > 0.25)) { let x_195 : i32 = obj.numbers[5]; let x_198 : f32 = color.x; color.x = (x_198 + f32(x_195)); } let x_202 : f32 = uv.y; if ((x_202 > 0.5)) { let x_207 : i32 = obj.numbers[6]; let x_210 : f32 = color.y; color.y = (x_210 + f32(x_207)); } let x_214 : f32 = uv.y; if ((x_214 > 0.75)) { let x_219 : i32 = obj.numbers[7]; let x_222 : f32 = color.z; color.z = (x_222 + f32(x_219)); } let x_226 : i32 = obj.numbers[8]; let x_229 : f32 = color.z; color.z = (x_229 + f32(x_226)); let x_233 : f32 = uv.x; let x_235 : f32 = uv.y; if ((abs((x_233 - x_235)) < 0.25)) { let x_242 : i32 = obj.numbers[9]; let x_245 : f32 = color.x; color.x = (x_245 + f32(x_242)); } let x_248 : vec3 = color; let x_249 : vec3 = normalize(x_248); frag_color = vec4(x_249.x, x_249.y, x_249.z, 1.0); let x_254 : vec4 = x_GLF_pos; gl_Position = x_254; 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); }