85 lines
2.1 KiB
WebGPU Shading Language
85 lines
2.1 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 strided_arr_1 {
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@size(16)
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el : i32,
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}
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type Arr_1 = array<strided_arr_1, 3u>;
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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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@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 v1 : vec4<f32>;
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var i : i32;
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var a : i32;
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var indexable : array<vec4<f32>, 2u>;
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var indexable_1 : array<vec4<f32>, 2u>;
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let x_45 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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v1 = vec4<f32>(x_45, x_45, x_45, x_45);
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let x_48 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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i = x_48;
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loop {
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let x_53 : i32 = i;
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let x_55 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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if ((x_53 < x_55)) {
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} else {
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break;
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}
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let x_58 : i32 = i;
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let x_60 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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let x_62 : i32 = x_9.x_GLF_uniform_int_values[2].el;
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indexable = array<vec4<f32>, 2u>(vec4<f32>(1.0, 1.0, 1.0, 1.0), vec4<f32>(0.0, 0.0, 0.0, 0.0));
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let x_65 : f32 = indexable[clamp(x_58, x_60, x_62)].x;
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a = i32(x_65);
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let x_68 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_70 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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let x_72 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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let x_74 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_77 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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let x_79 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_81 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_83 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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let x_86 : i32 = a;
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indexable_1 = array<vec4<f32>, 2u>(vec4<f32>(x_68, x_70, x_72, x_74), vec4<f32>(x_77, x_79, x_81, x_83));
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let x_88 : vec4<f32> = indexable_1[x_86];
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v1 = x_88;
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continuing {
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let x_89 : i32 = i;
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i = (x_89 + 1);
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}
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}
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let x_91 : vec4<f32> = v1;
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x_GLF_color = x_91;
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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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