61 lines
1.6 KiB
WebGPU Shading Language
61 lines
1.6 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 4>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<i32, 2>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1;
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};
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var<private> gl_FragCoord : vec4<f32>;
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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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[[group(0), binding(1)]] var<uniform> x_10 : buf1;
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fn main_1() {
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var a : i32;
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var b : f32;
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let x_39 : f32 = gl_FragCoord.y;
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let x_41 : f32 = x_7.x_GLF_uniform_float_values[0];
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a = select(2, 0, (x_39 >= x_41));
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let x_45 : f32 = x_7.x_GLF_uniform_float_values[1];
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let x_47 : f32 = x_7.x_GLF_uniform_float_values[2];
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let x_49 : f32 = x_7.x_GLF_uniform_float_values[3];
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let x_51 : i32 = a;
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b = vec3<f32>(x_45, x_47, x_49)[x_51];
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let x_53 : f32 = b;
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let x_55 : f32 = x_7.x_GLF_uniform_float_values[1];
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if ((x_53 == x_55)) {
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let x_61 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_64 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_67 : i32 = x_10.x_GLF_uniform_int_values[1];
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let x_70 : i32 = x_10.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_61), f32(x_64), f32(x_67), f32(x_70));
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} else {
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let x_74 : i32 = x_10.x_GLF_uniform_int_values[0];
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let x_75 : f32 = f32(x_74);
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x_GLF_color = vec4<f32>(x_75, x_75, x_75, x_75);
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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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