134 lines
3.2 KiB
WebGPU Shading Language
134 lines
3.2 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<i32, 6>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_int_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<f32, 1>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr_1;
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};
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_6 : buf1;
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_12 : buf0;
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fn main_1() {
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var data : array<i32, 5>;
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var a : i32;
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var i : i32;
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var j : i32;
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var i_1 : i32;
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let x_45 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_48 : i32 = x_6.x_GLF_uniform_int_values[5];
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let x_51 : i32 = x_6.x_GLF_uniform_int_values[5];
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let x_54 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_45), f32(x_48), f32(x_51), f32(x_54));
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let x_58 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_60 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_62 : i32 = x_6.x_GLF_uniform_int_values[3];
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let x_64 : i32 = x_6.x_GLF_uniform_int_values[4];
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let x_66 : i32 = x_6.x_GLF_uniform_int_values[0];
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data = array<i32, 5>(x_58, x_60, x_62, x_64, x_66);
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let x_69 : i32 = x_6.x_GLF_uniform_int_values[5];
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a = x_69;
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loop {
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let x_74 : i32 = a;
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let x_76 : i32 = x_6.x_GLF_uniform_int_values[0];
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if ((x_74 < x_76)) {
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} else {
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break;
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}
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let x_80 : i32 = x_6.x_GLF_uniform_int_values[5];
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i = x_80;
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loop {
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let x_85 : i32 = i;
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let x_87 : i32 = x_6.x_GLF_uniform_int_values[1];
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if ((x_85 < x_87)) {
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} else {
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break;
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}
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let x_90 : i32 = i;
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j = x_90;
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loop {
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let x_95 : i32 = j;
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let x_97 : i32 = x_6.x_GLF_uniform_int_values[1];
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if ((x_95 < x_97)) {
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} else {
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break;
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}
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let x_100 : i32 = i;
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let x_102 : i32 = data[x_100];
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let x_103 : i32 = j;
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let x_105 : i32 = data[x_103];
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if ((x_102 < x_105)) {
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let x_110 : i32 = x_6.x_GLF_uniform_int_values[5];
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let x_111 : f32 = f32(x_110);
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x_GLF_color = vec4<f32>(x_111, x_111, x_111, x_111);
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}
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continuing {
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let x_113 : i32 = j;
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j = (x_113 + 1);
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}
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}
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continuing {
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let x_115 : i32 = i;
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i = (x_115 + 1);
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}
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}
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continuing {
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let x_117 : i32 = a;
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a = (x_117 + 1);
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}
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}
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loop {
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let x_124 : f32 = gl_FragCoord.x;
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let x_126 : f32 = x_12.x_GLF_uniform_float_values[0];
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if ((x_124 < x_126)) {
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} else {
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break;
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}
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let x_130 : i32 = x_6.x_GLF_uniform_int_values[5];
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i_1 = x_130;
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loop {
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let x_135 : i32 = i_1;
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let x_137 : i32 = x_6.x_GLF_uniform_int_values[0];
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if ((x_135 < x_137)) {
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} else {
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break;
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}
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let x_141 : i32 = x_6.x_GLF_uniform_int_values[5];
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let x_142 : f32 = f32(x_141);
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x_GLF_color = vec4<f32>(x_142, x_142, x_142, x_142);
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continuing {
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let x_144 : i32 = i_1;
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i_1 = (x_144 + 1);
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}
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}
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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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[[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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