100 lines
3.8 KiB
WebGPU Shading Language
100 lines
3.8 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 x_81 : array<vec4<f32>, 8u> = array<vec4<f32>, 8u>(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0));
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var x_82 : array<vec4<f32>, 8u>;
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var x_83 : array<vec4<f32>, 8u>;
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var x_84 : array<vec4<f32>, 8u>;
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var x_85 : array<vec4<f32>, 16u>;
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var x_95 : vec4<f32>;
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var x_95_phi : vec4<f32>;
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var x_98_phi : i32;
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x_81 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
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let x_86 : array<vec4<f32>, 8u> = x_81;
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let x_87 : vec4<f32> = gl_FragCoord;
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let x_90 : vec2<f32> = x_6.resolution;
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let x_93 : vec2<f32> = floor(((vec2<f32>(x_87.x, x_87.y) / x_90) * 32.0));
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x_95_phi = vec4<f32>(0.5, 0.5, 1.0, 1.0);
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x_98_phi = 0;
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loop {
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var x_142 : vec4<f32>;
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var x_99 : i32;
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var x_127_phi : bool;
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var x_96_phi : vec4<f32>;
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x_95 = x_95_phi;
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let x_98 : i32 = x_98_phi;
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if ((x_98 < 8)) {
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} else {
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break;
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}
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var x_104 : vec4<f32>;
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x_82 = x_86;
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x_104 = x_82[x_98];
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switch(0u) {
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default: {
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let x_107 : f32 = x_93.x;
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let x_108 : f32 = x_104.x;
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if ((x_107 < x_108)) {
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x_127_phi = false;
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break;
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}
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let x_112 : f32 = x_93.y;
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let x_113 : f32 = x_104.y;
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if ((x_112 < x_113)) {
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x_127_phi = false;
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break;
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}
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if ((x_107 > (x_108 + x_104.z))) {
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x_127_phi = false;
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break;
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}
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if ((x_112 > (x_113 + x_104.w))) {
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x_127_phi = false;
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break;
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}
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x_127_phi = true;
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}
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}
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let x_127 : bool = x_127_phi;
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x_96_phi = x_95;
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if (x_127) {
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x_83 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
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let x_131 : f32 = x_83[x_98].x;
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x_84 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0));
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let x_134 : f32 = x_84[x_98].y;
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x_85 = 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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x_142 = x_85[((((i32(x_131) * i32(x_134)) + (x_98 * 9)) + 11) % 16)];
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x_96_phi = x_142;
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}
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let x_96 : vec4<f32> = x_96_phi;
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continuing {
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x_99 = (x_98 + 1);
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x_95_phi = x_96;
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x_98_phi = x_99;
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}
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}
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x_GLF_color = x_95;
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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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