struct QuicksortObject { numbers : array<i32, 10u>, } struct buf0 { resolution : vec2<f32>, } var<private> obj : QuicksortObject; var<private> gl_FragCoord : vec4<f32>; @group(0) @binding(0) var<uniform> x_32 : buf0; var<private> x_GLF_color : vec4<f32>; fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) { var temp : i32; let x_225 : i32 = *(i); let x_227 : i32 = obj.numbers[x_225]; temp = x_227; let x_228 : i32 = *(i); let x_229 : i32 = *(j); let x_231 : i32 = obj.numbers[x_229]; obj.numbers[x_228] = x_231; let x_233 : i32 = *(j); let x_234 : i32 = temp; obj.numbers[x_233] = x_234; return; } fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> 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_237 : i32 = *(h); let x_239 : i32 = obj.numbers[x_237]; pivot = x_239; let x_240 : i32 = *(l); i_1 = (x_240 - 1); let x_242 : i32 = *(l); j_1 = x_242; loop { let x_247 : i32 = j_1; let x_248 : i32 = *(h); if ((x_247 <= (x_248 - 1))) { } else { break; } let x_252 : i32 = j_1; let x_254 : i32 = obj.numbers[x_252]; let x_255 : i32 = pivot; if ((x_254 <= x_255)) { let x_259 : i32 = i_1; i_1 = (x_259 + 1); let x_261 : i32 = i_1; param = x_261; let x_262 : i32 = j_1; param_1 = x_262; swap_i1_i1_(&(param), &(param_1)); } continuing { let x_264 : i32 = j_1; j_1 = (x_264 + 1); } } let x_266 : i32 = i_1; i_1 = (x_266 + 1); let x_268 : i32 = i_1; param_2 = x_268; let x_269 : i32 = *(h); param_3 = x_269; swap_i1_i1_(&(param_2), &(param_3)); let x_271 : i32 = i_1; return x_271; } fn quicksort_() { var l_1 : i32; var h_1 : i32; var top : i32; var stack : array<i32, 10u>; var p : i32; var param_4 : i32; var param_5 : i32; l_1 = 0; h_1 = 9; top = -1; let x_273 : i32 = top; let x_274 : i32 = (x_273 + 1); top = x_274; let x_275 : i32 = l_1; stack[x_274] = x_275; let x_277 : i32 = top; let x_278 : i32 = (x_277 + 1); top = x_278; let x_279 : i32 = h_1; stack[x_278] = x_279; loop { let x_285 : i32 = top; if ((x_285 >= 0)) { } else { break; } let x_288 : i32 = top; top = (x_288 - 1); let x_291 : i32 = stack[x_288]; h_1 = x_291; let x_292 : i32 = top; top = (x_292 - 1); let x_295 : i32 = stack[x_292]; l_1 = x_295; let x_296 : i32 = l_1; param_4 = x_296; let x_297 : i32 = h_1; param_5 = x_297; let x_298 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); p = x_298; let x_299 : i32 = p; let x_301 : i32 = l_1; if (((x_299 - 1) > x_301)) { 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 = p; stack[x_310] = (x_311 - 1); } let x_314 : i32 = p; let x_316 : i32 = h_1; if (((x_314 + 1) < x_316)) { let x_320 : i32 = top; let x_321 : i32 = (x_320 + 1); top = x_321; let x_322 : i32 = p; stack[x_321] = (x_322 + 1); let x_325 : i32 = top; let x_326 : i32 = (x_325 + 1); top = x_326; let x_327 : i32 = h_1; stack[x_326] = x_327; } } return; } fn main_1() { var i_2 : i32; var uv : vec2<f32>; var color : vec3<f32>; i_2 = 0; loop { let x_85 : i32 = i_2; if ((x_85 < 10)) { } else { break; } let x_88 : i32 = i_2; let x_89 : i32 = i_2; obj.numbers[x_88] = (10 - x_89); let x_92 : i32 = i_2; let x_93 : i32 = i_2; let x_95 : i32 = obj.numbers[x_93]; let x_96 : i32 = i_2; let x_98 : i32 = obj.numbers[x_96]; obj.numbers[x_92] = (x_95 * x_98); continuing { let x_101 : i32 = i_2; i_2 = (x_101 + 1); } } quicksort_(); let x_104 : vec4<f32> = gl_FragCoord; let x_107 : vec2<f32> = x_32.resolution; uv = (vec2<f32>(x_104.x, x_104.y) / x_107); color = vec3<f32>(1.0, 2.0, 3.0); let x_110 : i32 = obj.numbers[0]; let x_113 : f32 = color.x; color.x = (x_113 + f32(x_110)); let x_117 : f32 = uv.x; if ((x_117 > 0.25)) { let x_122 : i32 = obj.numbers[1]; let x_125 : f32 = color.x; color.x = (x_125 + f32(x_122)); } let x_129 : f32 = uv.x; if ((x_129 > 0.5)) { let x_134 : i32 = obj.numbers[2]; let x_137 : f32 = color.y; color.y = (x_137 + f32(x_134)); } let x_141 : f32 = uv.x; if ((x_141 > 0.75)) { let x_146 : i32 = obj.numbers[3]; let x_149 : f32 = color.z; color.z = (x_149 + f32(x_146)); } let x_153 : i32 = obj.numbers[4]; let x_156 : f32 = color.y; color.y = (x_156 + f32(x_153)); let x_160 : f32 = uv.y; if ((x_160 > 0.25)) { let x_165 : i32 = obj.numbers[5]; let x_168 : f32 = color.x; color.x = (x_168 + f32(x_165)); } let x_172 : f32 = uv.y; if ((x_172 > 0.5)) { let x_177 : i32 = obj.numbers[6]; let x_180 : f32 = color.y; color.y = (x_180 + f32(x_177)); } let x_184 : f32 = uv.y; if ((x_184 > 0.75)) { let x_189 : i32 = obj.numbers[7]; let x_192 : f32 = color.z; color.z = (x_192 + f32(x_189)); } let x_196 : i32 = obj.numbers[8]; let x_199 : f32 = color.z; color.z = (x_199 + f32(x_196)); let x_203 : f32 = uv.x; let x_205 : f32 = uv.y; if ((abs((x_203 - x_205)) < 0.25)) { let x_212 : i32 = obj.numbers[9]; let x_215 : f32 = color.x; color.x = (x_215 + f32(x_212)); } let x_218 : vec3<f32> = color; let x_219 : vec3<f32> = normalize(x_218); x_GLF_color = vec4<f32>(x_219.x, x_219.y, x_219.z, 1.0); return; } struct main_out { @location(0) x_GLF_color_1 : vec4<f32>, } @fragment fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }