struct QuicksortObject { numbers : array; }; struct buf0 { resolution : vec2; }; var obj : QuicksortObject; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_34 : buf0; var x_GLF_color : vec4; fn swap_i1_i1_(i : ptr, j : ptr) { var temp : i32; let x_230 : i32 = *(i); let x_232 : i32 = obj.numbers[x_230]; temp = x_232; let x_233 : i32 = *(i); let x_234 : i32 = *(j); let x_236 : i32 = obj.numbers[x_234]; obj.numbers[x_233] = x_236; let x_238 : i32 = *(j); let x_239 : i32 = temp; obj.numbers[x_238] = x_239; 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_242 : i32 = *(h); let x_244 : i32 = obj.numbers[x_242]; pivot = x_244; let x_245 : i32 = *(l); i_1 = (x_245 - 1); let x_247 : i32 = *(l); j_1 = x_247; loop { let x_252 : i32 = j_1; let x_253 : i32 = *(h); if ((x_252 <= (x_253 - 1))) { } else { break; } let x_257 : i32 = j_1; let x_259 : i32 = obj.numbers[x_257]; let x_260 : i32 = pivot; if ((x_259 <= x_260)) { let x_264 : i32 = i_1; i_1 = (x_264 + 1); let x_266 : i32 = i_1; param = x_266; let x_267 : i32 = j_1; param_1 = x_267; swap_i1_i1_(&(param), &(param_1)); } continuing { let x_269 : i32 = j_1; j_1 = (x_269 + 1); } } let x_271 : i32 = i_1; i_1 = (x_271 + 1); let x_273 : i32 = i_1; param_2 = x_273; let x_274 : i32 = *(h); param_3 = x_274; swap_i1_i1_(&(param_2), &(param_3)); let x_276 : i32 = i_1; return x_276; } fn quicksort_() { var l_1 : i32; var h_1 : i32; var top : i32; var stack : array; var int_a : i32; var x_278 : i32; var x_279 : i32; var clamp_a : i32; var p : i32; var param_4 : i32; var param_5 : i32; l_1 = 0; h_1 = 9; top = -1; let x_280 : i32 = top; let x_281 : i32 = (x_280 + 1); top = x_281; let x_282 : i32 = l_1; stack[x_281] = x_282; let x_285 : f32 = gl_FragCoord.y; if ((x_285 >= 0.0)) { let x_290 : i32 = h_1; if (false) { x_279 = 1; } else { let x_294 : i32 = h_1; x_279 = (x_294 << bitcast(0)); } let x_296 : i32 = x_279; x_278 = (x_290 | x_296); } else { x_278 = 1; } let x_298 : i32 = x_278; int_a = x_298; let x_299 : i32 = h_1; let x_300 : i32 = h_1; let x_301 : i32 = int_a; clamp_a = clamp(x_299, x_300, x_301); let x_303 : i32 = top; let x_304 : i32 = (x_303 + 1); top = x_304; let x_305 : i32 = clamp_a; stack[x_304] = (x_305 / 1); loop { let x_312 : i32 = top; if ((x_312 >= 0)) { } else { break; } let x_315 : i32 = top; top = (x_315 - 1); let x_318 : i32 = stack[x_315]; h_1 = x_318; let x_319 : i32 = top; top = (x_319 - 1); let x_322 : i32 = stack[x_319]; l_1 = x_322; let x_323 : i32 = l_1; param_4 = x_323; let x_324 : i32 = h_1; param_5 = x_324; let x_325 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); p = x_325; let x_326 : i32 = p; let x_328 : i32 = l_1; if (((x_326 - 1) > x_328)) { let x_332 : i32 = top; let x_333 : i32 = (x_332 + 1); top = x_333; let x_334 : i32 = l_1; stack[x_333] = x_334; let x_336 : i32 = top; let x_337 : i32 = (x_336 + 1); top = x_337; let x_338 : i32 = p; stack[x_337] = (x_338 - 1); } let x_341 : i32 = p; let x_343 : i32 = h_1; if (((x_341 + 1) < x_343)) { let x_347 : i32 = top; let x_348 : i32 = (x_347 + 1); top = x_348; let x_349 : i32 = p; stack[x_348] = (x_349 + 1); let x_352 : i32 = top; let x_353 : i32 = (x_352 + 1); top = x_353; let x_354 : i32 = h_1; stack[x_353] = x_354; } } return; } fn main_1() { var i_2 : i32; var uv : vec2; var color : vec3; i_2 = 0; loop { let x_90 : i32 = i_2; if ((x_90 < 10)) { } else { break; } let x_93 : i32 = i_2; let x_94 : i32 = i_2; obj.numbers[x_93] = (10 - x_94); let x_97 : i32 = i_2; let x_98 : i32 = i_2; let x_100 : i32 = obj.numbers[x_98]; let x_101 : i32 = i_2; let x_103 : i32 = obj.numbers[x_101]; obj.numbers[x_97] = (x_100 * x_103); continuing { let x_106 : i32 = i_2; i_2 = (x_106 + 1); } } quicksort_(); let x_109 : vec4 = gl_FragCoord; let x_112 : vec2 = x_34.resolution; uv = (vec2(x_109.x, x_109.y) / x_112); color = vec3(1.0, 2.0, 3.0); let x_115 : i32 = obj.numbers[0]; let x_118 : f32 = color.x; color.x = (x_118 + f32(x_115)); let x_122 : f32 = uv.x; if ((x_122 > 0.25)) { let x_127 : i32 = obj.numbers[1]; let x_130 : f32 = color.x; color.x = (x_130 + f32(x_127)); } let x_134 : f32 = uv.x; if ((x_134 > 0.5)) { let x_139 : i32 = obj.numbers[2]; let x_142 : f32 = color.y; color.y = (x_142 + f32(x_139)); } let x_146 : f32 = uv.x; if ((x_146 > 0.75)) { let x_151 : i32 = obj.numbers[3]; let x_154 : f32 = color.z; color.z = (x_154 + f32(x_151)); } let x_158 : i32 = obj.numbers[4]; let x_161 : f32 = color.y; color.y = (x_161 + f32(x_158)); let x_165 : f32 = uv.y; if ((x_165 > 0.25)) { let x_170 : i32 = obj.numbers[5]; let x_173 : f32 = color.x; color.x = (x_173 + f32(x_170)); } let x_177 : f32 = uv.y; if ((x_177 > 0.5)) { let x_182 : i32 = obj.numbers[6]; let x_185 : f32 = color.y; color.y = (x_185 + f32(x_182)); } let x_189 : f32 = uv.y; if ((x_189 > 0.75)) { let x_194 : i32 = obj.numbers[7]; let x_197 : f32 = color.z; color.z = (x_197 + f32(x_194)); } let x_201 : i32 = obj.numbers[8]; let x_204 : f32 = color.z; color.z = (x_204 + f32(x_201)); let x_208 : f32 = uv.x; let x_210 : f32 = uv.y; if ((abs((x_208 - x_210)) < 0.25)) { let x_217 : i32 = obj.numbers[9]; let x_220 : f32 = color.x; color.x = (x_220 + f32(x_217)); } let x_223 : vec3 = color; let x_224 : vec3 = normalize(x_223); x_GLF_color = vec4(x_224.x, x_224.y, x_224.z, 1.0); return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4; }; [[stage(fragment)]] fn main([[builtin(position)]] gl_FragCoord_param : vec4) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }