338 lines
7.8 KiB
WebGPU Shading Language
338 lines
7.8 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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@group(0) @binding(0) var<uniform> x_8 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var temp : array<i32, 10u>;
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var data : array<i32, 10u>;
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var x_189 : f32;
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var x_261 : f32;
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var x_63_phi : i32;
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var x_102_phi : i32;
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var x_111_phi : i32;
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var x_262_phi : f32;
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let x_60 : f32 = x_8.injectionSwitch.x;
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let x_61 : i32 = i32(x_60);
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x_63_phi = x_61;
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loop {
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var x_99 : i32;
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var x_97 : i32;
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var x_95 : i32;
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var x_93 : i32;
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var x_91 : i32;
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var x_89 : i32;
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var x_87 : i32;
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var x_85 : i32;
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var x_83 : i32;
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var x_81 : i32;
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var x_64_phi : i32;
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let x_63 : i32 = x_63_phi;
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let x_68 : i32 = (x_63 + 1);
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x_64_phi = x_68;
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switch(x_63) {
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case 9: {
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data[x_63] = -5;
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x_99 = (x_63 + 1);
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x_64_phi = x_99;
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}
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case 8: {
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data[x_63] = -4;
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x_97 = (x_63 + 1);
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x_64_phi = x_97;
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}
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case 7: {
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data[x_63] = -3;
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x_95 = (x_63 + 1);
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x_64_phi = x_95;
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}
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case 6: {
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data[x_63] = -2;
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x_93 = (x_63 + 1);
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x_64_phi = x_93;
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}
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case 5: {
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data[x_63] = -1;
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x_91 = (x_63 + 1);
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x_64_phi = x_91;
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}
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case 4: {
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data[x_63] = 0;
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x_89 = (x_63 + 1);
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x_64_phi = x_89;
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}
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case 3: {
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data[x_63] = 1;
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x_87 = (x_63 + 1);
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x_64_phi = x_87;
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}
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case 2: {
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data[x_63] = 2;
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x_85 = (x_63 + 1);
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x_64_phi = x_85;
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}
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case 1: {
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data[x_63] = 3;
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x_83 = (x_63 + 1);
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x_64_phi = x_83;
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}
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case 0: {
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data[x_63] = 4;
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x_81 = (x_63 + 1);
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x_64_phi = x_81;
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}
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default: {
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}
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}
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let x_64 : i32 = x_64_phi;
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continuing {
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x_63_phi = x_64;
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if ((x_64 < 10)) {
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} else {
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break;
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}
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}
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}
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x_102_phi = 0;
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loop {
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var x_103 : i32;
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let x_102 : i32 = x_102_phi;
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if ((x_102 < 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_108 : i32 = data[x_102];
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temp[x_102] = x_108;
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x_103 = (x_102 + 1);
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x_102_phi = x_103;
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}
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}
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x_111_phi = 1;
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loop {
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var x_112 : i32;
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var x_118_phi : i32;
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let x_111 : i32 = x_111_phi;
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if ((x_111 <= 9)) {
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} else {
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break;
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}
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x_118_phi = 0;
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loop {
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var x_130 : i32;
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var x_135 : i32;
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var x_130_phi : i32;
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var x_133_phi : i32;
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var x_135_phi : i32;
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var x_157_phi : i32;
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var x_160_phi : i32;
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var x_170_phi : i32;
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let x_118 : i32 = x_118_phi;
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if ((x_118 < 9)) {
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} else {
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break;
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}
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let x_124 : i32 = (x_118 + x_111);
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let x_125 : i32 = (x_124 - 1);
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let x_119 : i32 = (x_118 + (2 * x_111));
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let x_128 : i32 = min((x_119 - 1), 9);
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x_130_phi = x_118;
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x_133_phi = x_124;
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x_135_phi = x_118;
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loop {
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var x_150 : i32;
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var x_153 : i32;
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var x_134_phi : i32;
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var x_136_phi : i32;
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x_130 = x_130_phi;
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let x_133 : i32 = x_133_phi;
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x_135 = x_135_phi;
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if (((x_135 <= x_125) & (x_133 <= x_128))) {
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} else {
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break;
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}
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let x_142_save = x_135;
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let x_143 : i32 = data[x_142_save];
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let x_144_save = x_133;
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let x_145 : i32 = data[x_144_save];
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let x_131 : i32 = bitcast<i32>((x_130 + bitcast<i32>(1)));
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if ((x_143 < x_145)) {
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x_150 = bitcast<i32>((x_135 + bitcast<i32>(1)));
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let x_151 : i32 = data[x_142_save];
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temp[x_130] = x_151;
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x_134_phi = x_133;
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x_136_phi = x_150;
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} else {
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x_153 = (x_133 + 1);
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let x_154 : i32 = data[x_144_save];
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temp[x_130] = x_154;
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x_134_phi = x_153;
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x_136_phi = x_135;
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}
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let x_134 : i32 = x_134_phi;
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let x_136 : i32 = x_136_phi;
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continuing {
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x_130_phi = x_131;
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x_133_phi = x_134;
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x_135_phi = x_136;
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}
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}
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x_157_phi = x_130;
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x_160_phi = x_135;
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loop {
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var x_158 : i32;
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var x_161 : i32;
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let x_157 : i32 = x_157_phi;
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let x_160 : i32 = x_160_phi;
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if (((x_160 < 10) & (x_160 <= x_125))) {
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} else {
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break;
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}
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continuing {
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x_158 = (x_157 + 1);
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x_161 = (x_160 + 1);
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let x_167 : i32 = data[x_160];
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temp[x_157] = x_167;
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x_157_phi = x_158;
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x_160_phi = x_161;
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}
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}
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x_170_phi = x_118;
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loop {
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var x_171 : i32;
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let x_170 : i32 = x_170_phi;
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if ((x_170 <= x_128)) {
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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_176 : i32 = temp[x_170];
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data[x_170] = x_176;
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x_171 = (x_170 + 1);
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x_170_phi = x_171;
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}
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}
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continuing {
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x_118_phi = x_119;
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}
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}
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continuing {
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x_112 = (2 * x_111);
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x_111_phi = x_112;
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}
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}
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var x_180 : i32;
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var x_198 : f32;
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var x_260 : f32;
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var x_261_phi : f32;
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let x_179 : f32 = gl_FragCoord.y;
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x_180 = i32(x_179);
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if ((x_180 < 30)) {
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let x_186 : i32 = data[0];
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x_189 = (0.5 + (f32(x_186) * 0.100000001));
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x_262_phi = x_189;
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} else {
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var x_207 : f32;
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var x_259 : f32;
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var x_260_phi : f32;
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if ((x_180 < 60)) {
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let x_195 : i32 = data[1];
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x_198 = (0.5 + (f32(x_195) * 0.100000001));
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x_261_phi = x_198;
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} else {
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var x_216 : f32;
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var x_258 : f32;
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var x_259_phi : f32;
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if ((x_180 < 90)) {
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let x_204 : i32 = data[2];
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x_207 = (0.5 + (f32(x_204) * 0.100000001));
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x_260_phi = x_207;
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} else {
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if ((x_180 < 120)) {
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let x_213 : i32 = data[3];
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x_216 = (0.5 + (f32(x_213) * 0.100000001));
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x_259_phi = x_216;
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} else {
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var x_229 : f32;
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var x_257 : f32;
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var x_258_phi : f32;
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if ((x_180 < 150)) {
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discard;
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} else {
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var x_238 : f32;
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var x_256 : f32;
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var x_257_phi : f32;
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if ((x_180 < 180)) {
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let x_226 : i32 = data[5];
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x_229 = (0.5 + (f32(x_226) * 0.100000001));
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x_258_phi = x_229;
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} else {
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var x_247 : f32;
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var x_255 : f32;
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var x_256_phi : f32;
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if ((x_180 < 210)) {
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let x_235 : i32 = data[6];
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x_238 = (0.5 + (f32(x_235) * 0.100000001));
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x_257_phi = x_238;
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} else {
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if ((x_180 < 240)) {
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let x_244 : i32 = data[7];
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x_247 = (0.5 + (f32(x_244) * 0.100000001));
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x_256_phi = x_247;
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} else {
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if ((x_180 < 270)) {
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} else {
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discard;
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}
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let x_252 : i32 = data[8];
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x_255 = (0.5 + (f32(x_252) * 0.100000001));
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x_256_phi = x_255;
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}
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x_256 = x_256_phi;
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x_257_phi = x_256;
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}
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x_257 = x_257_phi;
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x_258_phi = x_257;
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}
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x_258 = x_258_phi;
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}
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x_259_phi = x_258;
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}
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x_259 = x_259_phi;
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x_260_phi = x_259;
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}
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x_260 = x_260_phi;
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x_261_phi = x_260;
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}
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x_261 = x_261_phi;
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x_262_phi = x_261;
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}
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let x_262 : f32 = x_262_phi;
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x_GLF_color = vec4<f32>(x_262, x_262, x_262, 1.0);
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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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