316 lines
6.8 KiB
WebGPU Shading Language
316 lines
6.8 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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struct buf1 {
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resolution : vec2<f32>,
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}
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var<private> data : array<i32, 10u>;
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var<private> temp : array<i32, 10u>;
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@group(0) @binding(0) var<uniform> x_28 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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@group(0) @binding(1) var<uniform> x_32 : buf1;
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fn merge_i1_i1_i1_(from : ptr<function, i32>, mid : ptr<function, i32>, to : ptr<function, i32>) {
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var k : i32;
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var i : i32;
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var j : i32;
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var i_1 : i32;
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let x_256 : i32 = *(from);
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k = x_256;
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let x_257 : i32 = *(from);
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i = x_257;
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let x_258 : i32 = *(mid);
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j = (x_258 + 1);
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loop {
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let x_264 : i32 = i;
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let x_265 : i32 = *(mid);
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let x_267 : i32 = j;
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let x_268 : i32 = *(to);
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if (((x_264 <= x_265) & (x_267 <= x_268))) {
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} else {
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break;
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}
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let x_272 : i32 = i;
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let x_274 : i32 = data[x_272];
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let x_275 : i32 = j;
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let x_277 : i32 = data[x_275];
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if ((x_274 < x_277)) {
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let x_282 : i32 = k;
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k = (x_282 + 1);
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let x_284 : i32 = i;
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i = (x_284 + 1);
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let x_287 : i32 = data[x_284];
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temp[x_282] = x_287;
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} else {
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let x_289 : i32 = k;
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k = (x_289 + 1);
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let x_291 : i32 = j;
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j = (x_291 + 1);
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let x_294 : i32 = data[x_291];
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temp[x_289] = x_294;
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}
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}
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loop {
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if (!((256.0 < 1.0))) {
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} else {
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continue;
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}
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let x_301 : i32 = i;
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let x_303 : i32 = i;
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let x_304 : i32 = *(mid);
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if (((x_301 < 10) & (x_303 <= x_304))) {
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} else {
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break;
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}
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let x_309 : i32 = k;
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k = (x_309 + 1);
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let x_311 : i32 = i;
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i = (x_311 + 1);
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let x_314 : i32 = data[x_311];
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temp[x_309] = x_314;
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}
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let x_316 : i32 = *(from);
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i_1 = x_316;
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loop {
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let x_321 : i32 = i_1;
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let x_322 : i32 = *(to);
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if ((x_321 <= x_322)) {
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} else {
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break;
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}
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let x_325 : i32 = i_1;
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let x_326 : i32 = i_1;
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let x_328 : i32 = temp[x_326];
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data[x_325] = x_328;
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continuing {
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let x_330 : i32 = i_1;
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i_1 = (x_330 + 1);
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}
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}
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return;
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}
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fn mergeSort_() {
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var low : i32;
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var high : i32;
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var m : i32;
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var i_2 : i32;
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var from_1 : i32;
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var mid_1 : i32;
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var to_1 : i32;
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var param : i32;
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var param_1 : i32;
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var param_2 : i32;
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low = 0;
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high = 9;
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m = 1;
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loop {
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let x_337 : i32 = m;
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let x_338 : i32 = high;
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if ((x_337 <= x_338)) {
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} else {
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break;
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}
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let x_341 : i32 = low;
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i_2 = x_341;
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loop {
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let x_346 : i32 = i_2;
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let x_347 : i32 = high;
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if ((x_346 < x_347)) {
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} else {
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break;
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}
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let x_350 : i32 = i_2;
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from_1 = x_350;
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let x_351 : i32 = i_2;
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let x_352 : i32 = m;
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mid_1 = ((x_351 + x_352) - 1);
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let x_355 : i32 = i_2;
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let x_356 : i32 = m;
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let x_360 : i32 = high;
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to_1 = min(((x_355 + (2 * x_356)) - 1), x_360);
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let x_362 : i32 = from_1;
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param = x_362;
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let x_363 : i32 = mid_1;
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param_1 = x_363;
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let x_364 : i32 = to_1;
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param_2 = x_364;
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merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
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continuing {
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let x_366 : i32 = m;
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let x_368 : i32 = i_2;
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i_2 = (x_368 + (2 * x_366));
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}
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}
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continuing {
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let x_370 : i32 = m;
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m = (2 * x_370);
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}
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}
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return;
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}
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fn main_1() {
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var i_3 : i32;
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var j_1 : i32;
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var grey : f32;
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let x_89 : f32 = x_28.injectionSwitch.x;
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i_3 = i32(x_89);
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loop {
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let x_95 : i32 = i_3;
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switch(x_95) {
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case 9: {
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let x_125 : i32 = i_3;
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data[x_125] = -5;
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}
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case 8: {
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let x_123 : i32 = i_3;
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data[x_123] = -4;
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}
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case 7: {
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let x_121 : i32 = i_3;
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data[x_121] = -3;
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}
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case 6: {
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let x_119 : i32 = i_3;
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data[x_119] = -2;
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}
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case 5: {
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let x_117 : i32 = i_3;
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data[x_117] = -1;
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}
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case 4: {
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let x_115 : i32 = i_3;
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data[x_115] = 0;
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}
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case 3: {
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let x_113 : i32 = i_3;
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data[x_113] = 1;
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}
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case 2: {
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let x_111 : i32 = i_3;
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data[x_111] = 2;
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}
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case 1: {
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let x_109 : i32 = i_3;
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data[x_109] = 3;
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}
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case 0: {
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let x_107 : i32 = i_3;
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data[x_107] = 4;
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}
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default: {
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}
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}
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let x_127 : i32 = i_3;
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i_3 = (x_127 + 1);
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continuing {
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let x_129 : i32 = i_3;
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if ((x_129 < 10)) {
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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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j_1 = 0;
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loop {
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let x_135 : i32 = j_1;
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if ((x_135 < 10)) {
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} else {
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break;
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}
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let x_138 : i32 = j_1;
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let x_139 : i32 = j_1;
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let x_141 : i32 = data[x_139];
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temp[x_138] = x_141;
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continuing {
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let x_143 : i32 = j_1;
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j_1 = (x_143 + 1);
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}
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}
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mergeSort_();
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let x_147 : f32 = gl_FragCoord.y;
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if ((i32(x_147) < 30)) {
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let x_154 : i32 = data[0];
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grey = (0.5 + (f32(x_154) / 10.0));
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} else {
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let x_159 : f32 = gl_FragCoord.y;
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if ((i32(x_159) < 60)) {
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let x_166 : i32 = data[1];
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grey = (0.5 + (f32(x_166) / 10.0));
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} else {
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let x_171 : f32 = gl_FragCoord.y;
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if ((i32(x_171) < 90)) {
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let x_178 : i32 = data[2];
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grey = (0.5 + (f32(x_178) / 10.0));
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} else {
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let x_183 : f32 = gl_FragCoord.y;
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if ((i32(x_183) < 120)) {
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let x_190 : i32 = data[3];
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grey = (0.5 + (f32(x_190) / 10.0));
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} else {
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let x_195 : f32 = gl_FragCoord.y;
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if ((i32(x_195) < 150)) {
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discard;
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} else {
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let x_202 : f32 = gl_FragCoord.y;
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if ((i32(x_202) < 180)) {
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let x_209 : i32 = data[5];
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grey = (0.5 + (f32(x_209) / 10.0));
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} else {
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let x_214 : f32 = gl_FragCoord.y;
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if ((i32(x_214) < 210)) {
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let x_221 : i32 = data[6];
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grey = (0.5 + (f32(x_221) / 10.0));
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} else {
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let x_226 : f32 = gl_FragCoord.y;
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if ((i32(x_226) < 240)) {
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let x_233 : i32 = data[7];
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grey = (0.5 + (f32(x_233) / 10.0));
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} else {
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let x_238 : f32 = gl_FragCoord.y;
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if ((i32(x_238) < 270)) {
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let x_245 : i32 = data[8];
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grey = (0.5 + (f32(x_245) / 10.0));
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} else {
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discard;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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let x_249 : f32 = grey;
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let x_250 : vec3<f32> = vec3<f32>(x_249, x_249, x_249);
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x_GLF_color = vec4<f32>(x_250.x, x_250.y, x_250.z, 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(@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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