60 lines
1.2 KiB
WebGPU Shading Language
60 lines
1.2 KiB
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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type Arr = array<strided_arr, 2u>;
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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 buf1 {
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zero : f32,
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}
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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@group(0) @binding(1) var<uniform> x_9 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var v0 : vec2<f32>;
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var v1 : vec4<f32>;
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var x_57 : vec4<f32>;
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let x_32 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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v0 = vec2<f32>(x_32, x_32);
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let x_35 : f32 = v0.x;
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let x_36 : vec4<f32> = vec4<f32>(x_35, x_35, x_35, x_35);
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v1 = x_36;
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let x_38 : f32 = x_9.zero;
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let x_40 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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if (!((x_38 == x_40))) {
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let x_46 : f32 = x_9.zero;
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let x_48 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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if ((x_46 == x_48)) {
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return;
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}
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let x_53 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_56 : vec2<f32> = (vec2<f32>(x_36.y, x_36.z) - vec2<f32>(x_53, x_53));
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x_57 = vec4<f32>(x_36.x, x_56.x, x_56.y, x_36.w);
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v1 = x_57;
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} else {
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discard;
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}
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x_GLF_color = x_57;
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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() -> 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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