314 lines
6.8 KiB
WebGPU Shading Language
314 lines
6.8 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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[[block]]
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struct buf1 {
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resolution : vec2<f32>;
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};
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var<private> data : array<i32, 10>;
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var<private> temp : array<i32, 10>;
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[[group(0), binding(0)]] var<uniform> x_28 : 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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[[group(0), binding(1)]] var<uniform> x_32 : buf1;
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fn merge_i1_i1_i1_(from : ptr<function, i32>, mid : ptr<function, i32>, to : ptr<function, i32>) {
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var k : 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_254 : i32 = *(from);
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k = x_254;
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let x_255 : i32 = *(from);
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i = x_255;
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let x_256 : i32 = *(mid);
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j = (x_256 + 1);
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loop {
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let x_262 : i32 = i;
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let x_263 : i32 = *(mid);
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let x_265 : i32 = j;
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let x_266 : i32 = *(to);
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if (((x_262 <= x_263) && (x_265 <= x_266))) {
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} else {
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break;
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}
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let x_270 : i32 = i;
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let x_272 : i32 = data[x_270];
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let x_273 : i32 = j;
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let x_275 : i32 = data[x_273];
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if ((x_272 < x_275)) {
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let x_280 : i32 = k;
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k = (x_280 + 1);
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let x_282 : i32 = i;
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i = (x_282 + 1);
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let x_285 : i32 = data[x_282];
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temp[x_280] = x_285;
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} else {
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let x_287 : i32 = k;
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k = (x_287 + 1);
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let x_289 : i32 = j;
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j = (x_289 + 1);
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let x_292 : i32 = data[x_289];
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temp[x_287] = x_292;
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}
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}
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loop {
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let x_298 : i32 = i;
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let x_300 : i32 = i;
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let x_301 : i32 = *(mid);
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if (((x_298 < 10) && (x_300 <= x_301))) {
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} else {
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break;
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}
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let x_305 : i32 = k;
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k = (x_305 + 1);
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let x_307 : i32 = i;
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i = (x_307 + 1);
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let x_310 : i32 = data[x_307];
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temp[x_305] = x_310;
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}
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let x_312 : i32 = *(from);
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i_1 = x_312;
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loop {
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let x_317 : i32 = i_1;
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let x_318 : i32 = *(to);
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if ((x_317 <= x_318)) {
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} else {
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break;
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}
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let x_321 : i32 = i_1;
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let x_322 : i32 = i_1;
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let x_324 : i32 = temp[x_322];
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data[x_321] = x_324;
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continuing {
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let x_326 : i32 = i_1;
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i_1 = (x_326 + 1);
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}
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}
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return;
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}
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fn mergeSort_() {
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var low : i32;
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var high : i32;
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var m : i32;
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var i_2 : i32;
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var from_1 : i32;
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var mid_1 : i32;
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var to_1 : i32;
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var param : i32;
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var param_1 : i32;
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var param_2 : i32;
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low = 0;
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high = 9;
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m = 1;
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loop {
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let x_333 : i32 = m;
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let x_334 : i32 = high;
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if ((x_333 <= x_334)) {
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} else {
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break;
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}
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let x_337 : i32 = low;
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i_2 = x_337;
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loop {
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let x_342 : i32 = i_2;
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let x_343 : i32 = high;
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if ((x_342 < x_343)) {
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} else {
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break;
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}
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let x_346 : i32 = i_2;
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from_1 = x_346;
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let x_347 : i32 = i_2;
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let x_348 : i32 = m;
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mid_1 = ((x_347 + x_348) - 1);
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let x_351 : i32 = i_2;
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let x_352 : i32 = m;
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let x_356 : i32 = high;
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to_1 = min(((x_351 + (2 * x_352)) - 1), x_356);
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let x_358 : i32 = from_1;
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param = x_358;
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let x_359 : i32 = mid_1;
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param_1 = x_359;
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let x_360 : i32 = to_1;
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param_2 = x_360;
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merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
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continuing {
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let x_362 : i32 = m;
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let x_364 : i32 = i_2;
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i_2 = (x_364 + (2 * x_362));
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}
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}
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continuing {
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let x_366 : i32 = m;
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m = (2 * x_366);
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}
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}
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return;
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}
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fn main_1() {
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var i_3 : i32;
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var j_1 : i32;
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var grey : f32;
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let x_87 : f32 = x_28.injectionSwitch.x;
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i_3 = i32(x_87);
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loop {
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let x_93 : i32 = i_3;
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switch(x_93) {
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case 9: {
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let x_123 : i32 = i_3;
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data[x_123] = -5;
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}
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case 8: {
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let x_121 : i32 = i_3;
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data[x_121] = -4;
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}
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case 7: {
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let x_119 : i32 = i_3;
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data[x_119] = -3;
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}
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case 6: {
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let x_117 : i32 = i_3;
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data[x_117] = -2;
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}
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case 5: {
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let x_115 : i32 = i_3;
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data[x_115] = -1;
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}
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case 4: {
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let x_113 : i32 = i_3;
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data[x_113] = 0;
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}
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case 3: {
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let x_111 : i32 = i_3;
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data[x_111] = 1;
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}
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case 2: {
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let x_109 : i32 = i_3;
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data[x_109] = 2;
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}
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case 1: {
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let x_107 : i32 = i_3;
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data[x_107] = 3;
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}
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case 0: {
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let x_105 : i32 = i_3;
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data[x_105] = 4;
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}
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default: {
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}
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}
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let x_125 : i32 = i_3;
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i_3 = (x_125 + 1);
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continuing {
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let x_127 : i32 = i_3;
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if ((x_127 < 10)) {
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} else {
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break;
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}
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}
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}
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j_1 = 0;
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loop {
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let x_133 : i32 = j_1;
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if ((x_133 < 10)) {
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} else {
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break;
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}
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let x_136 : i32 = j_1;
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let x_137 : i32 = j_1;
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let x_139 : i32 = data[x_137];
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temp[x_136] = x_139;
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continuing {
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let x_141 : i32 = j_1;
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j_1 = (x_141 + 1);
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}
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}
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mergeSort_();
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let x_145 : f32 = gl_FragCoord.y;
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if ((i32(x_145) < 30)) {
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let x_152 : i32 = data[0];
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grey = (0.5 + (f32(x_152) / 10.0));
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} else {
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let x_157 : f32 = gl_FragCoord.y;
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if ((i32(x_157) < 60)) {
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let x_164 : i32 = data[1];
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grey = (0.5 + (f32(x_164) / 10.0));
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} else {
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let x_169 : f32 = gl_FragCoord.y;
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if ((i32(x_169) < 90)) {
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let x_176 : i32 = data[2];
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grey = (0.5 + (f32(x_176) / 10.0));
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} else {
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let x_181 : f32 = gl_FragCoord.y;
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if ((i32(x_181) < 120)) {
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let x_188 : i32 = data[3];
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grey = (0.5 + (f32(x_188) / 10.0));
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} else {
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let x_193 : f32 = gl_FragCoord.y;
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if ((i32(x_193) < 150)) {
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discard;
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} else {
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let x_200 : f32 = gl_FragCoord.y;
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if ((i32(x_200) < 180)) {
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let x_207 : i32 = data[5];
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grey = (0.5 + (f32(x_207) / 10.0));
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} else {
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let x_212 : f32 = gl_FragCoord.y;
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if ((i32(x_212) < 210)) {
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let x_219 : i32 = data[6];
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grey = (0.5 + (f32(x_219) / 10.0));
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} else {
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let x_224 : f32 = gl_FragCoord.y;
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if ((i32(x_224) < 240)) {
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let x_231 : i32 = data[7];
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grey = (0.5 + (f32(x_231) / 10.0));
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} else {
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let x_236 : f32 = gl_FragCoord.y;
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if ((i32(x_236) < 270)) {
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let x_243 : i32 = data[8];
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grey = (0.5 + (f32(x_243) / 10.0));
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} else {
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discard;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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let x_247 : f32 = grey;
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let x_248 : vec3<f32> = vec3<f32>(x_247, x_247, x_247);
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x_GLF_color = vec4<f32>(x_248.x, x_248.y, x_248.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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