87 lines
2.2 KiB
WebGPU Shading Language
87 lines
2.2 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, 2u>;
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struct buf0 {
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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, 2u>;
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struct buf1 {
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x_GLF_uniform_float_values : Arr_1,
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}
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var<private> x_GLF_color : vec4<f32>;
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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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@group(0) @binding(1) var<uniform> x_10 : buf1;
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fn f1_f1_(a : ptr<function, f32>) -> f32 {
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let x_100 : f32 = *(a);
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return dpdx(x_100);
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}
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fn main_1() {
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var v2 : vec4<f32>;
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var a_1 : f32;
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var x_40 : f32;
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var param : f32;
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let x_42 : i32 = x_8.x_GLF_uniform_int_values[0].el;
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let x_45 : i32 = x_8.x_GLF_uniform_int_values[1].el;
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let x_48 : i32 = x_8.x_GLF_uniform_int_values[1].el;
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let x_51 : i32 = x_8.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_42), f32(x_45), f32(x_48), f32(x_51));
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let x_55 : f32 = gl_FragCoord.x;
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let x_57 : f32 = x_10.x_GLF_uniform_float_values[1].el;
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if ((x_55 < x_57)) {
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let x_62 : f32 = v2.x;
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if (!((x_62 < 1.0))) {
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let x_68 : f32 = x_10.x_GLF_uniform_float_values[1].el;
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let x_70 : f32 = x_10.x_GLF_uniform_float_values[1].el;
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let x_72 : f32 = x_10.x_GLF_uniform_float_values[0].el;
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if ((x_70 > x_72)) {
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let x_78 : f32 = x_10.x_GLF_uniform_float_values[0].el;
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param = x_78;
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let x_79 : f32 = f1_f1_(&(param));
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x_40 = x_79;
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} else {
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let x_81 : f32 = x_10.x_GLF_uniform_float_values[0].el;
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x_40 = x_81;
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}
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let x_82 : f32 = x_40;
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a_1 = (x_68 / x_82);
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let x_85 : f32 = x_10.x_GLF_uniform_float_values[0].el;
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let x_88 : f32 = x_10.x_GLF_uniform_float_values[0].el;
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let x_90 : f32 = a_1;
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let x_92 : vec3<f32> = mix(vec3<f32>(x_85, x_85, x_85), vec3<f32>(x_88, x_88, x_88), vec3<f32>(x_90, x_90, x_90));
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let x_94 : f32 = x_10.x_GLF_uniform_float_values[1].el;
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x_GLF_color = vec4<f32>(x_92.x, x_92.y, x_92.z, x_94);
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}
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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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