101 lines
3.0 KiB
WebGPU Shading Language
101 lines
3.0 KiB
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : i32,
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}
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type Arr = array<strided_arr, 12u>;
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struct buf1 {
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x_GLF_uniform_int_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 : f32,
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}
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type Arr_1 = array<strided_arr_1, 1u>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr_1,
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}
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@group(0) @binding(1) var<uniform> x_6 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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@group(0) @binding(0) var<uniform> x_15 : buf0;
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fn main_1() {
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var m0 : mat3x4<f32>;
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var m1 : mat3x4<f32>;
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var undefined : vec3<f32>;
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var defined : vec3<f32>;
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var v0 : vec4<f32>;
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var v1 : vec4<f32>;
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var v2 : vec4<f32>;
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var v3 : vec4<f32>;
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let x_17 : i32 = x_6.x_GLF_uniform_int_values[4].el;
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let x_18 : i32 = x_6.x_GLF_uniform_int_values[5].el;
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let x_19 : i32 = x_6.x_GLF_uniform_int_values[6].el;
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let x_20 : i32 = x_6.x_GLF_uniform_int_values[10].el;
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let x_21 : i32 = x_6.x_GLF_uniform_int_values[7].el;
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let x_22 : i32 = x_6.x_GLF_uniform_int_values[8].el;
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let x_23 : i32 = x_6.x_GLF_uniform_int_values[11].el;
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let x_24 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_25 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_26 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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m0 = mat3x4<f32>(vec4<f32>(f32(x_17), f32(x_18), f32(x_19), 4.0), vec4<f32>(f32(x_20), f32(x_21), f32(x_22), 8.0), vec4<f32>(f32(x_23), f32(x_24), f32(x_25), f32(x_26)));
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let x_27 : i32 = x_6.x_GLF_uniform_int_values[4].el;
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let x_104 : f32 = f32(x_27);
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m1 = mat3x4<f32>(vec4<f32>(x_104, 0.0, 0.0, 0.0), vec4<f32>(0.0, x_104, 0.0, 0.0), vec4<f32>(0.0, 0.0, x_104, 0.0));
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undefined = ldexp(vec3<f32>(1.0, 1.0, 1.0), vec3<i32>(1, 1, 1));
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let x_28 : i32 = x_6.x_GLF_uniform_int_values[4].el;
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let x_111 : f32 = f32(x_28);
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let x_29 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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defined = ldexp(vec3<f32>(x_111, x_111, x_111), vec3<i32>(x_29, x_29, x_29));
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let x_116 : mat3x4<f32> = m0;
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let x_117 : vec3<f32> = undefined;
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v0 = (x_116 * x_117);
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let x_119 : mat3x4<f32> = m1;
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let x_120 : vec3<f32> = undefined;
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v1 = (x_119 * x_120);
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let x_122 : mat3x4<f32> = m0;
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let x_123 : vec3<f32> = defined;
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v2 = (x_122 * x_123);
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let x_125 : mat3x4<f32> = m1;
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let x_126 : vec3<f32> = defined;
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v3 = (x_125 * x_126);
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let x_129 : f32 = v2.x;
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let x_131 : f32 = v3.x;
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if ((x_129 > x_131)) {
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let x_30 : i32 = x_6.x_GLF_uniform_int_values[4].el;
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let x_31 : i32 = x_6.x_GLF_uniform_int_values[9].el;
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let x_32 : i32 = x_6.x_GLF_uniform_int_values[9].el;
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let x_33 : i32 = x_6.x_GLF_uniform_int_values[4].el;
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x_GLF_color = vec4<f32>(f32(x_30), f32(x_31), f32(x_32), f32(x_33));
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} else {
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let x_34 : i32 = x_6.x_GLF_uniform_int_values[9].el;
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let x_146 : f32 = f32(x_34);
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x_GLF_color = vec4<f32>(x_146, x_146, x_146, x_146);
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}
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let x_149 : f32 = v0.x;
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let x_151 : f32 = v1.x;
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if ((x_149 < x_151)) {
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let x_156 : f32 = x_15.x_GLF_uniform_float_values[0].el;
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x_GLF_color.y = x_156;
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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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