113 lines
3.2 KiB
WebGPU Shading Language
113 lines
3.2 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, 4u>;
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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, 4u>;
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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_8 : buf0;
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@group(0) @binding(1) var<uniform> x_10 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var a : u32;
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var values : vec4<f32>;
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var ref : vec4<f32>;
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var x_85 : bool;
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var x_101 : bool;
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var x_117 : bool;
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var x_86_phi : bool;
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var x_102_phi : bool;
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var x_118_phi : bool;
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a = pack2x16float(vec2<f32>(1.0, 1.0));
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let x_38 : u32 = a;
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values = unpack4x8unorm(x_38);
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let x_41 : f32 = x_8.x_GLF_uniform_float_values[3].el;
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let x_43 : f32 = x_8.x_GLF_uniform_float_values[1].el;
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let x_45 : f32 = x_8.x_GLF_uniform_float_values[0].el;
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let x_48 : f32 = x_8.x_GLF_uniform_float_values[3].el;
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let x_50 : f32 = x_8.x_GLF_uniform_float_values[0].el;
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let x_53 : f32 = x_8.x_GLF_uniform_float_values[1].el;
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let x_55 : f32 = x_8.x_GLF_uniform_float_values[0].el;
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ref = vec4<f32>(x_41, (x_43 / x_45), (x_48 / x_50), (x_53 / x_55));
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let x_59 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_61 : f32 = values[x_59];
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let x_63 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_65 : f32 = ref[x_63];
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let x_69 : f32 = x_8.x_GLF_uniform_float_values[2].el;
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let x_70 : bool = (abs((x_61 - x_65)) < x_69);
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x_86_phi = x_70;
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if (x_70) {
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let x_74 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_76 : f32 = values[x_74];
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let x_78 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_80 : f32 = ref[x_78];
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let x_84 : f32 = x_8.x_GLF_uniform_float_values[2].el;
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x_85 = (abs((x_76 - x_80)) < x_84);
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x_86_phi = x_85;
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}
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let x_86 : bool = x_86_phi;
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x_102_phi = x_86;
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if (x_86) {
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let x_90 : i32 = x_10.x_GLF_uniform_int_values[3].el;
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let x_92 : f32 = values[x_90];
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let x_94 : i32 = x_10.x_GLF_uniform_int_values[3].el;
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let x_96 : f32 = ref[x_94];
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let x_100 : f32 = x_8.x_GLF_uniform_float_values[2].el;
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x_101 = (abs((x_92 - x_96)) < x_100);
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x_102_phi = x_101;
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}
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let x_102 : bool = x_102_phi;
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x_118_phi = x_102;
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if (x_102) {
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let x_106 : i32 = x_10.x_GLF_uniform_int_values[2].el;
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let x_108 : f32 = values[x_106];
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let x_110 : i32 = x_10.x_GLF_uniform_int_values[2].el;
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let x_112 : f32 = ref[x_110];
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let x_116 : f32 = x_8.x_GLF_uniform_float_values[2].el;
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x_117 = (abs((x_108 - x_112)) < x_116);
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x_118_phi = x_117;
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}
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let x_118 : bool = x_118_phi;
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if (x_118) {
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let x_123 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_126 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_129 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_132 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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x_GLF_color = vec4<f32>(f32(x_123), f32(x_126), f32(x_129), f32(x_132));
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} else {
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let x_136 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_137 : f32 = f32(x_136);
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x_GLF_color = vec4<f32>(x_137, x_137, x_137, x_137);
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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() -> 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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