121 lines
2.6 KiB
WebGPU Shading Language
121 lines
2.6 KiB
WebGPU Shading Language
[[block]]
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struct buf1 {
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resolution : vec2<f32>;
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};
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[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_6 : buf1;
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[[group(0), binding(0)]] var<uniform> x_9 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var data : array<f32, 10>;
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var x_41_phi : i32;
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var x_53_phi : i32;
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x_41_phi = 0;
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loop {
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var x_42 : i32;
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let x_41 : i32 = x_41_phi;
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if ((x_41 < 10)) {
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} else {
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break;
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}
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continuing {
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let x_49 : f32 = x_9.injectionSwitch.y;
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data[x_41] = (f32((10 - x_41)) * x_49);
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x_42 = (x_41 + 1);
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x_41_phi = x_42;
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}
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}
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x_53_phi = 0;
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loop {
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var x_54 : i32;
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var x_60_phi : i32;
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let x_53 : i32 = x_53_phi;
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if ((x_53 < 9)) {
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} else {
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break;
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}
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x_60_phi = 0;
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loop {
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var x_83 : bool;
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var x_84 : bool;
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var x_61 : i32;
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var x_85_phi : bool;
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let x_60 : i32 = x_60_phi;
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if ((x_60 < 10)) {
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} else {
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break;
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}
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if ((x_60 < (x_53 + 1))) {
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continue;
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}
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let x_70 : ptr<function, f32> = &(data[x_53]);
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let x_71 : f32 = *(x_70);
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let x_72 : ptr<function, f32> = &(data[x_60]);
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let x_73 : f32 = *(x_72);
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let x_75 : f32 = gl_FragCoord.y;
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let x_77 : f32 = x_6.resolution.y;
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if ((x_75 < (x_77 * 0.5))) {
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x_83 = (x_71 > x_73);
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x_85_phi = x_83;
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} else {
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x_84 = (x_71 < x_73);
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x_85_phi = x_84;
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}
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let x_85 : bool = x_85_phi;
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if (x_85) {
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let x_88 : f32 = *(x_70);
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let x_89 : f32 = *(x_72);
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*(x_70) = x_89;
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*(x_72) = x_88;
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}
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continuing {
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x_61 = (x_60 + 1);
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x_60_phi = x_61;
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}
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}
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continuing {
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x_54 = (x_53 + 1);
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x_53_phi = x_54;
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}
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}
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let x_91 : f32 = gl_FragCoord.x;
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let x_93 : f32 = x_6.resolution.x;
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if ((x_91 < (x_93 * 0.5))) {
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let x_100 : f32 = data[0];
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let x_103 : f32 = data[5];
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let x_106 : f32 = data[9];
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x_GLF_color = vec4<f32>((x_100 * 0.100000001), (x_103 * 0.100000001), (x_106 * 0.100000001), 1.0);
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} else {
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let x_110 : f32 = data[5];
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let x_113 : f32 = data[9];
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let x_116 : f32 = data[0];
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x_GLF_color = vec4<f32>((x_110 * 0.100000001), (x_113 * 0.100000001), (x_116 * 0.100000001), 1.0);
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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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[[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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