struct QuicksortObject { numbers : array; }; [[block]] struct buf0 { injectionSwitch : vec2; }; [[block]] struct buf1 { resolution : vec2; }; var obj : QuicksortObject; var x_GLF_FragCoord : vec4; var x_GLF_pos : vec4; [[group(0), binding(0)]] var x_33 : buf0; [[group(0), binding(1)]] var x_36 : buf1; var frag_color : vec4; var gl_Position : vec4; fn swap_i1_i1_(i : ptr, j : ptr) { var temp : i32; let x_250 : i32 = *(i); let x_252 : i32 = obj.numbers[x_250]; temp = x_252; let x_253 : i32 = *(i); let x_254 : i32 = *(j); let x_256 : i32 = obj.numbers[x_254]; obj.numbers[x_253] = x_256; let x_258 : i32 = *(j); let x_259 : i32 = temp; obj.numbers[x_258] = x_259; 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_262 : i32 = *(h); let x_264 : i32 = obj.numbers[x_262]; pivot = x_264; let x_265 : i32 = *(l); i_1 = (x_265 - 1); let x_267 : i32 = *(l); j_1 = x_267; loop { let x_272 : i32 = j_1; let x_273 : i32 = *(h); if ((x_272 <= (x_273 - 1))) { } else { break; } let x_277 : i32 = j_1; let x_279 : i32 = obj.numbers[x_277]; let x_280 : i32 = pivot; if ((x_279 <= x_280)) { let x_284 : i32 = i_1; i_1 = (x_284 + 1); let x_286 : i32 = i_1; param = x_286; let x_287 : i32 = j_1; param_1 = x_287; swap_i1_i1_(&(param), &(param_1)); } continuing { let x_289 : i32 = j_1; j_1 = (x_289 + 1); } } let x_291 : i32 = i_1; param_2 = (x_291 + 1); let x_293 : i32 = *(h); param_3 = x_293; swap_i1_i1_(&(param_2), &(param_3)); let x_295 : i32 = i_1; return (x_295 + 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_298 : i32 = top; let x_299 : i32 = (x_298 + 1); top = x_299; let x_300 : i32 = l_1; stack[x_299] = x_300; let x_302 : i32 = top; let x_303 : i32 = (x_302 + 1); top = x_303; let x_304 : i32 = h_1; stack[x_303] = x_304; loop { let x_310 : i32 = top; if ((x_310 >= 0)) { } else { break; } let x_313 : i32 = top; top = (x_313 - 1); let x_316 : i32 = stack[x_313]; h_1 = x_316; let x_317 : i32 = top; top = (x_317 - 1); let x_320 : i32 = stack[x_317]; l_1 = x_320; let x_321 : i32 = l_1; param_4 = x_321; let x_322 : i32 = h_1; param_5 = x_322; let x_323 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); p = x_323; let x_324 : i32 = p; let x_326 : i32 = l_1; if (((x_324 - 1) > x_326)) { let x_330 : i32 = top; let x_331 : i32 = (x_330 + 1); top = x_331; let x_332 : i32 = l_1; stack[x_331] = x_332; 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 = p; let x_341 : i32 = h_1; if (((x_339 + 1) < x_341)) { let x_345 : i32 = top; let x_346 : i32 = (x_345 + 1); top = x_346; let x_347 : i32 = p; stack[x_346] = (x_347 + 1); let x_350 : i32 = top; let x_351 : i32 = (x_350 + 1); top = x_351; let x_352 : i32 = h_1; stack[x_351] = x_352; } } 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_109 : f32 = x_33.injectionSwitch.x; let x_111 : f32 = x_33.injectionSwitch.y; if ((x_109 > x_111)) { break; } let x_115 : i32 = i_2; let x_116 : i32 = i_2; let x_118 : i32 = obj.numbers[x_116]; let x_119 : i32 = i_2; let x_121 : i32 = obj.numbers[x_119]; obj.numbers[x_115] = (x_118 * x_121); continuing { let x_124 : i32 = i_2; i_2 = (x_124 + 1); } } quicksort_(); let x_127 : vec4 = x_GLF_FragCoord; let x_130 : vec2 = x_36.resolution; uv = (vec2(x_127.x, x_127.y) / x_130); color = vec3(1.0, 2.0, 3.0); let x_133 : i32 = obj.numbers[0]; let x_136 : f32 = color.x; color.x = (x_136 + f32(x_133)); let x_140 : f32 = uv.x; if ((x_140 > 0.25)) { let x_145 : i32 = obj.numbers[1]; let x_148 : f32 = color.x; color.x = (x_148 + f32(x_145)); } let x_152 : f32 = uv.x; if ((x_152 > 0.5)) { let x_157 : i32 = obj.numbers[2]; let x_160 : f32 = color.y; color.y = (x_160 + f32(x_157)); } let x_164 : f32 = uv.x; if ((x_164 > 0.75)) { let x_169 : i32 = obj.numbers[3]; let x_172 : f32 = color.z; color.z = (x_172 + f32(x_169)); } let x_176 : i32 = obj.numbers[4]; let x_179 : f32 = color.y; color.y = (x_179 + f32(x_176)); let x_183 : f32 = uv.y; if ((x_183 > 0.25)) { let x_188 : i32 = obj.numbers[5]; let x_191 : f32 = color.x; color.x = (x_191 + f32(x_188)); } let x_195 : f32 = uv.y; if ((x_195 > 0.5)) { let x_200 : i32 = obj.numbers[6]; let x_203 : f32 = color.y; color.y = (x_203 + f32(x_200)); } let x_207 : f32 = uv.y; if ((x_207 > 0.75)) { let x_212 : i32 = obj.numbers[7]; let x_215 : f32 = color.z; color.z = (x_215 + f32(x_212)); } let x_219 : i32 = obj.numbers[8]; let x_222 : f32 = color.z; color.z = (x_222 + f32(x_219)); let x_226 : f32 = uv.x; let x_228 : f32 = uv.y; if ((abs((x_226 - x_228)) < 0.25)) { let x_235 : i32 = obj.numbers[9]; let x_238 : f32 = color.x; color.x = (x_238 + f32(x_235)); } let x_241 : vec3 = color; let x_242 : vec3 = normalize(x_241); frag_color = vec4(x_242.x, x_242.y, x_242.z, 1.0); let x_247 : vec4 = x_GLF_pos; gl_Position = x_247; 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); }