108 lines
3.4 KiB
WebGPU Shading Language
108 lines
3.4 KiB
WebGPU Shading Language
struct buf0 {
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resolution : vec2<f32>;
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}
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var<private> gl_FragCoord : vec4<f32>;
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var indexable : array<vec4<f32>, 16u>;
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var x_80 : vec2<i32>;
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var x_113 : vec2<i32>;
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var x_119 : i32;
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var x_80_phi : vec2<i32>;
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var x_83_phi : i32;
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var x_114_phi : vec2<i32>;
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var x_116_phi : vec2<i32>;
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let x_59 : vec4<f32> = gl_FragCoord;
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let x_62 : vec2<f32> = x_6.resolution;
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let x_63 : vec2<f32> = (vec2<f32>(x_59.x, x_59.y) / x_62);
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let x_66 : i32 = i32((x_63.x * 8.0));
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let x_69 : i32 = i32((x_63.y * 8.0));
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let x_78 : vec2<i32> = vec2<i32>(((((x_66 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_66 & 10))), 0);
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x_80_phi = x_78;
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x_83_phi = 0;
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loop {
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var x_94 : vec2<i32>;
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var x_102 : vec2<i32>;
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var x_84 : i32;
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var x_95_phi : vec2<i32>;
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var x_103_phi : vec2<i32>;
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x_80 = x_80_phi;
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let x_83 : i32 = x_83_phi;
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if ((x_83 < 100)) {
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} else {
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break;
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}
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x_95_phi = x_80;
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if ((x_80.x > 0)) {
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x_94 = x_80;
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x_94.y = (x_80.y - 1);
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x_95_phi = x_94;
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}
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let x_95 : vec2<i32> = x_95_phi;
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x_103_phi = x_95;
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if ((x_95.x < 0)) {
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x_102 = x_95;
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x_102.y = (x_95.y + 1);
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x_103_phi = x_102;
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}
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let x_103 : vec2<i32> = x_103_phi;
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var x_81_1 : vec2<i32> = x_103;
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x_81_1.x = (x_103.x + (x_103.y / 2));
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let x_81 : vec2<i32> = x_81_1;
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continuing {
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x_84 = (x_83 + 1);
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x_80_phi = x_81;
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x_83_phi = x_84;
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}
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}
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let x_108 : i32 = x_80.x;
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x_114_phi = x_80;
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if ((x_108 < 0)) {
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x_113 = vec2<i32>();
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x_113.x = -(x_108);
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x_114_phi = x_113;
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}
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let x_114 : vec2<i32> = x_114_phi;
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x_116_phi = x_114;
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loop {
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var x_117 : vec2<i32>;
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let x_116 : vec2<i32> = x_116_phi;
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x_119 = x_116.x;
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if ((x_119 > 15)) {
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} else {
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break;
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}
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continuing {
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x_117 = vec2<i32>();
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x_117.x = bitcast<i32>((x_119 - bitcast<i32>(16)));
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x_116_phi = x_117;
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}
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}
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indexable = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_123 : array<vec4<f32>, 16u> = indexable;
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indexable = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0));
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indexable = x_123;
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let x_125 : vec4<f32> = indexable[x_119];
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x_GLF_color = x_125;
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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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@stage(fragment)
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fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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