struct QuicksortObject { numbers : array; }; struct buf0 { resolution : vec2; }; var obj : QuicksortObject; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_32 : buf0; var x_GLF_color : vec4; fn swap_i1_i1_(i : ptr, j : ptr, x_228 : mat3x3) { 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), mat3x3(vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0))); } 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), mat3x3(vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0), vec3(0.0, 0.0, 0.0))); 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 p : i32; var param_4 : i32; var param_5 : i32; l_1 = 0; h_1 = 9; top = -1; let x_278 : i32 = top; let x_279 : i32 = (x_278 + 1); top = x_279; let x_280 : i32 = l_1; stack[x_279] = x_280; let x_282 : i32 = top; let x_283 : i32 = (x_282 + 1); top = x_283; let x_284 : i32 = h_1; stack[x_283] = x_284; loop { let x_290 : i32 = top; if ((x_290 >= 0)) { } else { break; } let x_293 : i32 = top; top = (x_293 - 1); let x_296 : i32 = stack[x_293]; h_1 = x_296; let x_297 : i32 = top; top = (x_297 - 1); let x_300 : i32 = stack[x_297]; l_1 = x_300; let x_301 : i32 = l_1; param_4 = x_301; let x_302 : i32 = h_1; param_5 = x_302; let x_303 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); p = x_303; let x_304 : i32 = p; let x_306 : i32 = l_1; if (((x_304 - 1) > x_306)) { let x_310 : i32 = top; let x_311 : i32 = (x_310 + 1); top = x_311; let x_312 : i32 = l_1; stack[x_311] = x_312; let x_314 : i32 = top; let x_315 : i32 = (x_314 + 1); top = x_315; let x_316 : i32 = p; stack[x_315] = (x_316 - 1); } let x_319 : i32 = p; let x_321 : i32 = h_1; if (((x_319 + 1) < x_321)) { let x_325 : i32 = top; let x_326 : i32 = (x_325 + 1); top = x_326; let x_327 : i32 = p; stack[x_326] = (x_327 + 1); let x_330 : i32 = top; let x_331 : i32 = (x_330 + 1); top = x_331; let x_332 : i32 = h_1; stack[x_331] = x_332; } } return; } fn main_1() { var i_2 : i32; var uv : vec2; var color : vec3; i_2 = 0; loop { let x_89 : i32 = i_2; if ((x_89 < 10)) { } else { break; } let x_92 : i32 = i_2; let x_93 : i32 = i_2; obj.numbers[x_92] = (10 - x_93); let x_96 : i32 = i_2; let x_97 : i32 = i_2; let x_99 : i32 = obj.numbers[x_97]; let x_100 : i32 = i_2; let x_102 : i32 = obj.numbers[x_100]; obj.numbers[x_96] = (x_99 * x_102); continuing { let x_105 : i32 = i_2; i_2 = (x_105 + 1); } } quicksort_(); let x_108 : vec4 = gl_FragCoord; let x_111 : vec2 = x_32.resolution; uv = (vec2(x_108.x, x_108.y) / x_111); color = vec3(1.0, 2.0, 3.0); let x_114 : i32 = obj.numbers[0]; let x_117 : f32 = color.x; color.x = (x_117 + f32(x_114)); let x_121 : f32 = uv.x; if ((x_121 > 0.25)) { let x_126 : i32 = obj.numbers[1]; let x_129 : f32 = color.x; color.x = (x_129 + f32(x_126)); } let x_133 : f32 = uv.x; if ((x_133 > 0.5)) { let x_138 : i32 = obj.numbers[2]; let x_141 : f32 = color.y; color.y = (x_141 + f32(x_138)); } let x_145 : f32 = uv.x; if ((x_145 > 0.75)) { let x_150 : i32 = obj.numbers[3]; let x_153 : f32 = color.z; color.z = (x_153 + f32(x_150)); } let x_157 : i32 = obj.numbers[4]; let x_160 : f32 = color.y; color.y = (x_160 + f32(x_157)); let x_164 : f32 = uv.y; if ((x_164 > 0.25)) { let x_169 : i32 = obj.numbers[5]; let x_172 : f32 = color.x; color.x = (x_172 + f32(x_169)); } let x_176 : f32 = uv.y; if ((x_176 > 0.5)) { let x_181 : i32 = obj.numbers[6]; let x_184 : f32 = color.y; color.y = (x_184 + f32(x_181)); } let x_188 : f32 = uv.y; if ((x_188 > 0.75)) { let x_193 : i32 = obj.numbers[7]; let x_196 : f32 = color.z; color.z = (x_196 + f32(x_193)); } let x_200 : i32 = obj.numbers[8]; let x_203 : f32 = color.z; color.z = (x_203 + f32(x_200)); let x_207 : f32 = uv.x; let x_209 : f32 = uv.y; if ((abs((x_207 - x_209)) < 0.25)) { let x_216 : i32 = obj.numbers[9]; let x_219 : f32 = color.x; color.x = (x_219 + f32(x_216)); } let x_222 : vec3 = color; let x_223 : vec3 = normalize(x_222); x_GLF_color = vec4(x_223.x, x_223.y, x_223.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); }