41 lines
905 B
WebGPU Shading Language
41 lines
905 B
WebGPU Shading Language
struct buf0 {
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quarter : f32,
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}
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@group(0) @binding(0) var<uniform> x_7 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var N : vec4<f32>;
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var I : vec4<f32>;
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var Nref : vec4<f32>;
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var v : vec4<f32>;
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N = vec4<f32>(1.0, 2.0, 3.0, 4.0);
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let x_44 : f32 = x_7.quarter;
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I = vec4<f32>(4.0, 87.589996338, x_44, 92.510002136);
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Nref = vec4<f32>(17.049999237, -6.099999905, 4329.370605469, 2.700000048);
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let x_46 : vec4<f32> = N;
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let x_47 : vec4<f32> = I;
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let x_48 : vec4<f32> = Nref;
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v = faceForward(x_46, x_47, x_48);
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let x_50 : vec4<f32> = v;
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if (all((x_50 == vec4<f32>(-1.0, -2.0, -3.0, -4.0)))) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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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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@fragment
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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