121 lines
2.8 KiB
WebGPU Shading Language
121 lines
2.8 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var i : i32;
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var GLF_dead5cols : i32;
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var GLF_dead5rows : i32;
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var GLF_dead5c : i32;
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var GLF_dead5r : i32;
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var msb10 : i32;
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var donor_replacementGLF_dead5sums : array<f32, 9u>;
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i = 0;
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loop {
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let x_45 : i32 = i;
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let x_47 : f32 = x_6.injectionSwitch.x;
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if ((x_45 >= i32(x_47))) {
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break;
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}
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let x_53 : f32 = x_6.injectionSwitch.y;
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if ((0.0 > x_53)) {
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GLF_dead5cols = 2;
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loop {
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let x_61 : i32 = GLF_dead5cols;
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if ((x_61 <= 4)) {
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} else {
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break;
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}
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GLF_dead5rows = 2;
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loop {
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let x_68 : i32 = GLF_dead5rows;
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if ((x_68 <= 4)) {
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} else {
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break;
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}
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GLF_dead5c = 0;
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loop {
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let x_75 : i32 = GLF_dead5c;
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let x_76 : i32 = GLF_dead5cols;
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if ((x_75 < x_76)) {
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} else {
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break;
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}
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GLF_dead5r = 0;
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loop {
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let x_83 : i32 = GLF_dead5r;
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let x_84 : i32 = GLF_dead5rows;
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if ((x_83 < x_84)) {
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} else {
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break;
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}
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let x_87 : i32 = msb10;
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switch(x_87) {
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case 1, 8: {
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let x_90 : i32 = msb10;
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let x_92 : i32 = msb10;
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let x_95 : i32 = msb10;
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let x_96 : i32 = select(0, x_95, ((x_90 >= 0) & (x_92 < 9)));
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let x_98 : f32 = donor_replacementGLF_dead5sums[x_96];
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donor_replacementGLF_dead5sums[x_96] = (x_98 + 1.0);
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}
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default: {
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}
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}
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continuing {
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let x_101 : i32 = GLF_dead5r;
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GLF_dead5r = (x_101 + 1);
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}
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}
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continuing {
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let x_103 : i32 = GLF_dead5c;
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GLF_dead5c = (x_103 + 1);
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}
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}
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let x_105 : i32 = msb10;
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msb10 = (x_105 + 1);
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continuing {
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let x_107 : i32 = GLF_dead5rows;
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GLF_dead5rows = (x_107 + 1);
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}
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}
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continuing {
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let x_109 : i32 = GLF_dead5cols;
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GLF_dead5cols = (x_109 + 1);
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}
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}
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}
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let x_111 : i32 = i;
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i = (x_111 + 1);
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continuing {
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let x_113 : i32 = i;
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if ((x_113 < 200)) {
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} else {
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break;
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}
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}
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}
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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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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