273 lines
6.5 KiB
WebGPU Shading Language
273 lines
6.5 KiB
WebGPU Shading Language
struct QuicksortObject {
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numbers : array<i32, 10u>,
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}
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struct buf1 {
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resolution : vec2<f32>,
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}
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struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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var<private> obj : QuicksortObject;
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var<private> x_GLF_FragCoord : vec4<f32>;
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var<private> x_GLF_pos : vec4<f32>;
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@group(0) @binding(1) var<uniform> x_34 : buf1;
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@group(0) @binding(0) var<uniform> x_37 : buf0;
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var<private> frag_color : vec4<f32>;
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var<private> gl_Position : vec4<f32>;
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fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) {
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var temp : i32;
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let x_257 : i32 = *(i);
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let x_259 : i32 = obj.numbers[x_257];
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temp = x_259;
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let x_260 : i32 = *(i);
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let x_261 : i32 = *(j);
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let x_263 : i32 = obj.numbers[x_261];
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obj.numbers[x_260] = x_263;
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let x_265 : i32 = *(j);
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let x_266 : i32 = temp;
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obj.numbers[x_265] = x_266;
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return;
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}
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fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
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var pivot : i32;
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var i_1 : i32;
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var j_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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var param_3 : i32;
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let x_269 : i32 = *(h);
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let x_271 : i32 = obj.numbers[x_269];
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pivot = x_271;
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let x_272 : i32 = *(l);
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i_1 = (x_272 - 1);
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let x_274 : i32 = *(l);
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j_1 = x_274;
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loop {
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let x_279 : i32 = j_1;
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let x_280 : i32 = *(h);
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if ((x_279 <= (x_280 - 1))) {
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} else {
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break;
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}
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let x_284 : i32 = j_1;
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let x_286 : i32 = obj.numbers[x_284];
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let x_287 : i32 = pivot;
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if ((x_286 <= x_287)) {
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let x_291 : i32 = i_1;
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i_1 = (x_291 + 1);
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let x_293 : i32 = i_1;
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param = x_293;
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let x_294 : i32 = j_1;
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param_1 = x_294;
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swap_i1_i1_(&(param), &(param_1));
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}
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continuing {
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let x_296 : i32 = j_1;
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j_1 = (x_296 + 1);
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}
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}
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let x_298 : i32 = i_1;
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param_2 = (x_298 + 1);
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let x_300 : i32 = *(h);
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param_3 = x_300;
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swap_i1_i1_(&(param_2), &(param_3));
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let x_302 : i32 = i_1;
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return (x_302 + 1);
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}
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fn quicksort_() {
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var l_1 : i32;
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var h_1 : i32;
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var top : i32;
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var stack : array<i32, 10u>;
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var p : i32;
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var param_4 : i32;
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var param_5 : i32;
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l_1 = 0;
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h_1 = 9;
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top = -1;
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let x_305 : i32 = top;
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let x_306 : i32 = (x_305 + 1);
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top = x_306;
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let x_307 : i32 = l_1;
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stack[x_306] = x_307;
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let x_309 : i32 = top;
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let x_310 : i32 = (x_309 + 1);
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top = x_310;
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let x_311 : i32 = h_1;
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stack[x_310] = x_311;
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loop {
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let x_317 : i32 = top;
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if ((x_317 >= 0)) {
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} else {
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break;
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}
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let x_320 : i32 = top;
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top = (x_320 - 1);
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let x_323 : i32 = stack[x_320];
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h_1 = x_323;
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let x_324 : i32 = top;
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top = (x_324 - 1);
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let x_327 : i32 = stack[x_324];
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l_1 = x_327;
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let x_328 : i32 = l_1;
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param_4 = x_328;
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let x_329 : i32 = h_1;
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param_5 = x_329;
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let x_330 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
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p = x_330;
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let x_331 : i32 = p;
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let x_333 : i32 = l_1;
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if (((x_331 - 1) > x_333)) {
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let x_337 : i32 = top;
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let x_338 : i32 = (x_337 + 1);
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top = x_338;
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let x_339 : i32 = l_1;
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stack[x_338] = x_339;
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let x_341 : i32 = top;
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let x_342 : i32 = (x_341 + 1);
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top = x_342;
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let x_343 : i32 = p;
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stack[x_342] = (x_343 - 1);
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}
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let x_346 : i32 = p;
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let x_348 : i32 = h_1;
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if (((x_346 + 1) < x_348)) {
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let x_352 : i32 = top;
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let x_353 : i32 = (x_352 + 1);
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top = x_353;
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let x_354 : i32 = p;
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stack[x_353] = (x_354 + 1);
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let x_357 : i32 = top;
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let x_358 : i32 = (x_357 + 1);
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top = x_358;
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let x_359 : i32 = h_1;
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stack[x_358] = x_359;
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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_2 : i32;
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var uv : vec2<f32>;
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var color : vec3<f32>;
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let x_94 : vec4<f32> = x_GLF_pos;
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x_GLF_FragCoord = ((x_94 + vec4<f32>(1.0, 1.0, 0.0, 0.0)) * vec4<f32>(128.0, 128.0, 1.0, 1.0));
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i_2 = 0;
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loop {
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let x_101 : i32 = i_2;
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if ((x_101 < 10)) {
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} else {
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break;
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}
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let x_104 : i32 = i_2;
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let x_105 : i32 = i_2;
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obj.numbers[x_104] = (10 - x_105);
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let x_108 : i32 = i_2;
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let x_109 : i32 = i_2;
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let x_111 : i32 = obj.numbers[x_109];
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let x_112 : i32 = i_2;
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let x_114 : i32 = obj.numbers[x_112];
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obj.numbers[x_108] = (x_111 * x_114);
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continuing {
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let x_117 : i32 = i_2;
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i_2 = (x_117 + 1);
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}
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}
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quicksort_();
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let x_120 : vec4<f32> = x_GLF_FragCoord;
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let x_123 : vec2<f32> = x_34.resolution;
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uv = (vec2<f32>(x_120.x, x_120.y) / x_123);
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color = vec3<f32>(1.0, 2.0, 3.0);
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let x_126 : i32 = obj.numbers[0];
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let x_129 : f32 = color.x;
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color.x = (x_129 + f32(x_126));
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let x_133 : f32 = uv.x;
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if ((x_133 > 0.25)) {
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let x_138 : i32 = obj.numbers[1];
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let x_141 : f32 = color.x;
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color.x = (x_141 + f32(x_138));
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}
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let x_145 : f32 = uv.x;
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if ((x_145 > 0.5)) {
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let x_150 : f32 = x_37.injectionSwitch.y;
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let x_155 : i32 = obj.numbers[max((2 * i32(x_150)), 2)];
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let x_158 : f32 = x_37.injectionSwitch.y;
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let x_163 : i32 = obj.numbers[max((2 * i32(x_158)), 2)];
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let x_167 : f32 = color.y;
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color.y = (x_167 + max(f32(x_155), f32(x_163)));
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}
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let x_171 : f32 = uv.x;
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if ((x_171 > 0.75)) {
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let x_176 : i32 = obj.numbers[3];
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let x_179 : f32 = color.z;
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color.z = (x_179 + f32(x_176));
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}
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let x_183 : i32 = obj.numbers[4];
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let x_186 : f32 = color.y;
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color.y = (x_186 + f32(x_183));
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let x_190 : f32 = uv.y;
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if ((x_190 > 0.25)) {
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let x_195 : i32 = obj.numbers[5];
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let x_198 : f32 = color.x;
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color.x = (x_198 + f32(x_195));
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}
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let x_202 : f32 = uv.y;
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if ((x_202 > 0.5)) {
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let x_207 : i32 = obj.numbers[6];
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let x_210 : f32 = color.y;
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color.y = (x_210 + f32(x_207));
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}
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let x_214 : f32 = uv.y;
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if ((x_214 > 0.75)) {
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let x_219 : i32 = obj.numbers[7];
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let x_222 : f32 = color.z;
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color.z = (x_222 + f32(x_219));
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}
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let x_226 : i32 = obj.numbers[8];
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let x_229 : f32 = color.z;
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color.z = (x_229 + f32(x_226));
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let x_233 : f32 = uv.x;
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let x_235 : f32 = uv.y;
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if ((abs((x_233 - x_235)) < 0.25)) {
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let x_242 : i32 = obj.numbers[9];
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let x_245 : f32 = color.x;
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color.x = (x_245 + f32(x_242));
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}
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let x_248 : vec3<f32> = color;
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let x_249 : vec3<f32> = normalize(x_248);
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frag_color = vec4<f32>(x_249.x, x_249.y, x_249.z, 1.0);
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let x_254 : vec4<f32> = x_GLF_pos;
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gl_Position = x_254;
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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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frag_color_1 : vec4<f32>,
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@builtin(position)
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gl_Position : vec4<f32>,
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}
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@vertex
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fn main(@location(0) x_GLF_pos_param : vec4<f32>) -> main_out {
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x_GLF_pos = x_GLF_pos_param;
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main_1();
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return main_out(frag_color, gl_Position);
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}
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