203 lines
4.6 KiB
WebGPU Shading Language
203 lines
4.6 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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resolution : vec2<f32>;
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};
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[[group(0), binding(0)]] var<uniform> x_7 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var c : vec3<f32>;
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var x_53 : f32;
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var x_57 : f32;
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var x_58 : f32;
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var x_83 : f32;
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var x_84 : f32;
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var x_124 : f32;
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var x_125 : f32;
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var x_57_phi : f32;
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var x_60_phi : i32;
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var x_83_phi : f32;
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var x_84_phi : f32;
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var x_85_phi : bool;
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var x_87_phi : f32;
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var x_128_phi : f32;
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var x_135_phi : i32;
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c = vec3<f32>(7.0, 8.0, 9.0);
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let x_47 : f32 = x_7.resolution.x;
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let x_48 : vec2<f32> = vec2<f32>(1.0, x_47);
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let x_50 : f32 = round((x_47 * 0.125));
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let x_51 : vec2<f32> = vec2<f32>(0.0, -0.5);
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x_53 = gl_FragCoord.x;
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switch(0u) {
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default: {
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x_57_phi = -0.5;
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x_60_phi = 1;
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loop {
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var x_70 : f32;
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var x_78 : f32;
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var x_61 : i32;
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var x_58_phi : f32;
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x_57 = x_57_phi;
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let x_60 : i32 = x_60_phi;
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x_83_phi = 0.0;
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x_84_phi = x_57;
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x_85_phi = false;
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if ((x_60 < 800)) {
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} else {
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break;
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}
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var x_77 : f32;
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var x_78_phi : f32;
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if (((x_60 % 32) == 0)) {
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x_70 = (x_57 + 0.400000006);
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x_58_phi = x_70;
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} else {
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x_78_phi = x_57;
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if (((f32(x_60) - (round(x_50) * floor((f32(x_60) / round(x_50))))) <= 0.01)) {
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x_77 = (x_57 + 100.0);
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x_78_phi = x_77;
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}
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x_78 = x_78_phi;
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x_58_phi = x_78;
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}
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x_58 = x_58_phi;
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if ((f32(x_60) >= x_53)) {
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x_83_phi = x_58;
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x_84_phi = x_58;
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x_85_phi = true;
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break;
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}
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continuing {
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x_61 = (x_60 + 1);
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x_57_phi = x_58;
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x_60_phi = x_61;
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}
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}
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x_83 = x_83_phi;
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x_84 = x_84_phi;
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let x_85 : bool = x_85_phi;
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x_87_phi = x_83;
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if (x_85) {
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break;
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}
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x_87_phi = x_84;
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}
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}
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var x_92 : f32;
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var x_98 : f32;
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var x_99 : f32;
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var x_98_phi : f32;
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var x_101_phi : i32;
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var x_124_phi : f32;
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var x_125_phi : f32;
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var x_126_phi : bool;
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let x_87 : f32 = x_87_phi;
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let x_89 : vec4<f32> = vec4<f32>(x_84, 0.400000006, x_83, 0.400000006);
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c.x = x_87;
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x_92 = gl_FragCoord.y;
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switch(0u) {
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default: {
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let x_95 : vec4<f32> = vec4<f32>(x_51, 0.0, x_57);
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let x_96 : f32 = vec3<f32>(x_48, -0.5).z;
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x_98_phi = x_96;
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x_101_phi = 1;
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loop {
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var x_111 : f32;
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var x_119 : f32;
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var x_102 : i32;
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var x_99_phi : f32;
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x_98 = x_98_phi;
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let x_101 : i32 = x_101_phi;
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x_124_phi = 0.0;
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x_125_phi = x_98;
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x_126_phi = false;
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if ((x_101 < 800)) {
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} else {
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break;
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}
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var x_118 : f32;
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var x_119_phi : f32;
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if (((x_101 % 32) == 0)) {
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x_111 = (x_98 + 0.400000006);
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x_99_phi = x_111;
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} else {
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x_119_phi = x_98;
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if (((f32(x_101) - (round(x_50) * floor((f32(x_101) / round(x_50))))) <= 0.01)) {
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x_118 = (x_98 + 100.0);
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x_119_phi = x_118;
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}
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x_119 = x_119_phi;
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x_99_phi = x_119;
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}
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x_99 = x_99_phi;
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if ((f32(x_101) >= x_92)) {
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x_124_phi = x_99;
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x_125_phi = x_99;
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x_126_phi = true;
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break;
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}
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continuing {
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x_102 = (x_101 + 1);
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x_98_phi = x_99;
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x_101_phi = x_102;
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}
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}
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x_124 = x_124_phi;
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x_125 = x_125_phi;
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let x_126 : bool = x_126_phi;
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x_128_phi = x_124;
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if (x_126) {
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break;
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}
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x_128_phi = x_125;
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}
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}
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let x_128 : f32 = x_128_phi;
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c.y = x_128;
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let x_130 : f32 = c.x;
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let x_131 : f32 = c.y;
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c.z = (x_130 + x_131);
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x_135_phi = 0;
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loop {
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var x_136 : i32;
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let x_135 : i32 = x_135_phi;
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if ((x_135 < 3)) {
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} else {
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break;
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}
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let x_142 : f32 = c[x_135];
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if ((x_142 >= 1.0)) {
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let x_146 : f32 = c[x_135];
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let x_147 : f32 = c[x_135];
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c[x_135] = (x_146 * x_147);
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}
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continuing {
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x_136 = (x_135 + 1);
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x_135_phi = x_136;
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}
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}
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let x_149 : vec3<f32> = c;
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let x_151 : vec3<f32> = normalize(abs(x_149));
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x_GLF_color = vec4<f32>(x_151.x, x_151.y, x_151.z, 1.0);
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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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