105 lines
2.8 KiB
WebGPU Shading Language
105 lines
2.8 KiB
WebGPU Shading Language
struct buf0 {
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resolution : vec2<f32>,
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}
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var<private> gl_FragCoord : vec4<f32>;
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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 indexable : array<vec4<f32>, 16u>;
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var x_76 : vec2<i32>;
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var x_109 : vec2<i32>;
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var x_115 : i32;
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var x_76_phi : vec2<i32>;
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var x_79_phi : i32;
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var x_110_phi : vec2<i32>;
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var x_112_phi : vec2<i32>;
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let x_55 : vec4<f32> = gl_FragCoord;
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let x_58 : vec2<f32> = x_6.resolution;
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let x_59 : vec2<f32> = (vec2<f32>(x_55.x, x_55.y) / x_58);
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let x_62 : i32 = i32((x_59.x * 8.0));
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let x_65 : i32 = i32((x_59.y * 8.0));
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let x_74 : vec2<i32> = vec2<i32>(((((x_62 & 5) | (x_65 & 10)) * 8) + ((x_65 & 5) | (x_62 & 10))), 0);
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x_76_phi = x_74;
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x_79_phi = 0;
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loop {
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var x_90 : vec2<i32>;
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var x_98 : vec2<i32>;
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var x_80 : i32;
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var x_91_phi : vec2<i32>;
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var x_99_phi : vec2<i32>;
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x_76 = x_76_phi;
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let x_79 : i32 = x_79_phi;
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if ((x_79 < 100)) {
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} else {
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break;
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}
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x_91_phi = x_76;
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if ((x_76.x > 0)) {
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x_90 = x_76;
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x_90.y = (x_76.y - 1);
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x_91_phi = x_90;
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}
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let x_91 : vec2<i32> = x_91_phi;
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x_99_phi = x_91;
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if ((x_91.x < 0)) {
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x_98 = x_91;
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x_98.y = (x_91.y + 1);
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x_99_phi = x_98;
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}
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let x_99 : vec2<i32> = x_99_phi;
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var x_77_1 : vec2<i32> = x_99;
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x_77_1.x = (x_99.x + (x_99.y / 2));
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let x_77 : vec2<i32> = x_77_1;
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continuing {
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x_80 = (x_79 + 1);
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x_76_phi = x_77;
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x_79_phi = x_80;
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}
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}
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let x_104 : i32 = x_76.x;
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x_110_phi = x_76;
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if ((x_104 < 0)) {
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x_109 = x_76;
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x_109.x = -(x_104);
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x_110_phi = x_109;
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}
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let x_110 : vec2<i32> = x_110_phi;
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x_112_phi = x_110;
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loop {
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var x_113 : vec2<i32>;
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let x_112 : vec2<i32> = x_112_phi;
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x_115 = x_112.x;
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if ((x_115 > 15)) {
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} else {
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break;
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}
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continuing {
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x_113 = x_112;
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x_113.x = bitcast<i32>((x_115 - bitcast<i32>(16)));
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x_112_phi = x_113;
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}
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}
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indexable = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_120 : vec4<f32> = indexable[x_115];
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x_GLF_color = x_120;
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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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