86 lines
2.0 KiB
WebGPU Shading Language
86 lines
2.0 KiB
WebGPU Shading Language
struct strided_arr {
|
|
@size(16)
|
|
el : f32,
|
|
}
|
|
|
|
type Arr = array<strided_arr, 5u>;
|
|
|
|
struct buf0 {
|
|
x_GLF_uniform_float_values : Arr,
|
|
}
|
|
|
|
struct strided_arr_1 {
|
|
@size(16)
|
|
el : i32,
|
|
}
|
|
|
|
type Arr_1 = array<strided_arr_1, 3u>;
|
|
|
|
struct buf1 {
|
|
x_GLF_uniform_int_values : Arr_1,
|
|
}
|
|
|
|
@group(0) @binding(0) var<uniform> x_6 : buf0;
|
|
|
|
@group(0) @binding(1) var<uniform> x_10 : buf1;
|
|
|
|
var<private> x_GLF_color : vec4<f32>;
|
|
|
|
fn main_1() {
|
|
var M1 : mat2x2<f32>;
|
|
var a : f32;
|
|
var c : i32;
|
|
let x_41 : f32 = x_6.x_GLF_uniform_float_values[1].el;
|
|
let x_43 : f32 = x_6.x_GLF_uniform_float_values[2].el;
|
|
let x_45 : f32 = x_6.x_GLF_uniform_float_values[3].el;
|
|
let x_47 : f32 = x_6.x_GLF_uniform_float_values[4].el;
|
|
M1 = mat2x2<f32>(vec2<f32>(x_41, x_43), vec2<f32>(x_45, x_47));
|
|
let x_52 : f32 = x_6.x_GLF_uniform_float_values[1].el;
|
|
a = x_52;
|
|
let x_54 : i32 = x_10.x_GLF_uniform_int_values[1].el;
|
|
c = x_54;
|
|
loop {
|
|
let x_59 : i32 = c;
|
|
let x_61 : i32 = x_10.x_GLF_uniform_int_values[0].el;
|
|
if ((x_59 < x_61)) {
|
|
} else {
|
|
break;
|
|
}
|
|
let x_65 : i32 = x_10.x_GLF_uniform_int_values[2].el;
|
|
let x_66 : i32 = c;
|
|
let x_70 : f32 = M1[x_65][clamp(~(x_66), 0, 1)];
|
|
let x_71 : f32 = a;
|
|
a = (x_71 + x_70);
|
|
|
|
continuing {
|
|
let x_73 : i32 = c;
|
|
c = (x_73 + 1);
|
|
}
|
|
}
|
|
let x_75 : f32 = a;
|
|
let x_77 : f32 = x_6.x_GLF_uniform_float_values[0].el;
|
|
if ((x_75 == x_77)) {
|
|
let x_83 : i32 = x_10.x_GLF_uniform_int_values[2].el;
|
|
let x_86 : i32 = x_10.x_GLF_uniform_int_values[1].el;
|
|
let x_89 : i32 = x_10.x_GLF_uniform_int_values[1].el;
|
|
let x_92 : i32 = x_10.x_GLF_uniform_int_values[2].el;
|
|
x_GLF_color = vec4<f32>(f32(x_83), f32(x_86), f32(x_89), f32(x_92));
|
|
} else {
|
|
let x_96 : i32 = x_10.x_GLF_uniform_int_values[2].el;
|
|
let x_97 : f32 = f32(x_96);
|
|
x_GLF_color = vec4<f32>(x_97, x_97, x_97, x_97);
|
|
}
|
|
return;
|
|
}
|
|
|
|
struct main_out {
|
|
@location(0)
|
|
x_GLF_color_1 : vec4<f32>,
|
|
}
|
|
|
|
@stage(fragment)
|
|
fn main() -> main_out {
|
|
main_1();
|
|
return main_out(x_GLF_color);
|
|
}
|