51 lines
1002 B
WebGPU Shading Language
51 lines
1002 B
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : f32,
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}
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alias Arr = array<strided_arr, 1u>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr,
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}
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struct strided_arr_1 {
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@size(16)
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el : i32,
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}
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alias Arr_1 = array<strided_arr_1, 1u>;
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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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@group(0) @binding(0) var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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@group(0) @binding(1) var<uniform> x_8 : buf1;
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fn main_1() {
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var v : vec4<f32>;
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let x_33 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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v = clamp(cosh(vec4<f32>(1.0, 1.0, 1.0, 1.0)), vec4<f32>(x_33, x_33, x_33, x_33), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_38 : f32 = v.x;
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let x_40 : i32 = x_8.x_GLF_uniform_int_values[0].el;
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let x_43 : i32 = x_8.x_GLF_uniform_int_values[0].el;
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let x_46 : f32 = v.z;
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x_GLF_color = vec4<f32>(x_38, f32(x_40), f32(x_43), x_46);
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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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