38 lines
826 B
WebGPU Shading Language
38 lines
826 B
WebGPU Shading Language
struct buf0 {
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r : vec4<f32>,
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}
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@group(0) @binding(0) var<uniform> x_7 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var f : f32;
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var v : vec4<f32>;
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f = determinant(mat3x3<f32>(vec3<f32>(1.0f, 0.0f, 0.0f), vec3<f32>(0.0f, 1.0f, 0.0f), vec3<f32>(0.0f, 0.0f, 1.0f)));
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let x_33 : f32 = f;
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let x_35 : f32 = f;
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let x_37 : f32 = f;
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let x_39 : f32 = f;
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v = vec4<f32>(sin(x_33), cos(x_35), exp2(x_37), log(x_39));
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let x_42 : vec4<f32> = v;
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let x_44 : vec4<f32> = x_7.r;
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if ((distance(x_42, x_44) < 0.100000001f)) {
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x_GLF_color = vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f);
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} else {
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x_GLF_color = vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f);
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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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@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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