75 lines
1.9 KiB
WebGPU Shading Language
75 lines
1.9 KiB
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : i32,
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}
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type Arr = array<strided_arr, 5u>;
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struct buf0 {
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x_GLF_uniform_int_values : Arr,
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}
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struct strided_arr_1 {
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@size(16)
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el : f32,
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}
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type Arr_1 = array<strided_arr_1, 3u>;
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struct buf1 {
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x_GLF_uniform_float_values : Arr_1,
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}
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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@group(0) @binding(1) var<uniform> x_9 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var I : vec4<f32>;
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var N : vec4<f32>;
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var R : vec4<f32>;
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var ref : vec4<f32>;
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let x_40 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_43 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_46 : i32 = x_6.x_GLF_uniform_int_values[4].el;
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I = bitcast<vec4<f32>>(vec4<u32>(bitcast<u32>(x_40), bitcast<u32>(x_43), bitcast<u32>(x_46), 92985u));
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let x_51 : f32 = x_9.x_GLF_uniform_float_values[1].el;
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N = vec4<f32>(x_51, x_51, x_51, x_51);
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let x_53 : vec4<f32> = I;
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R = reflect(x_53, vec4<f32>(0.5, 0.5, 0.5, 0.5));
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let x_55 : vec4<f32> = I;
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let x_57 : f32 = x_9.x_GLF_uniform_float_values[2].el;
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let x_58 : vec4<f32> = N;
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let x_59 : vec4<f32> = I;
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let x_62 : vec4<f32> = N;
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ref = (x_55 - (x_62 * (x_57 * dot(x_58, x_59))));
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let x_65 : vec4<f32> = R;
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let x_66 : vec4<f32> = ref;
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let x_69 : f32 = x_9.x_GLF_uniform_float_values[0].el;
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if ((distance(x_65, x_66) < x_69)) {
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let x_75 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_78 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_81 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_84 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_75), f32(x_78), f32(x_81), f32(x_84));
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} else {
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let x_88 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_89 : f32 = f32(x_88);
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x_GLF_color = vec4<f32>(x_89, x_89, x_89, x_89);
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}
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return;
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}
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struct main_out {
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@location(0)
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x_GLF_color_1 : vec4<f32>,
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}
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@fragment
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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