101 lines
2.2 KiB
WebGPU Shading Language
101 lines
2.2 KiB
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : f32,
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}
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type Arr = array<strided_arr, 2u>;
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struct buf1 {
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x_GLF_uniform_float_values : Arr,
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}
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struct strided_arr_1 {
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@size(16)
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el : i32,
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}
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type Arr_1 = array<strided_arr_1, 3u>;
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struct buf0 {
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x_GLF_uniform_int_values : Arr_1,
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}
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struct buf2 {
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injectionSwitch : vec2<f32>,
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}
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var<private> x_GLF_global_loop_count : i32;
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@group(0) @binding(1) var<uniform> x_7 : buf1;
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@group(0) @binding(0) var<uniform> x_10 : buf0;
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@group(0) @binding(2) var<uniform> x_12 : buf2;
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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 r : i32;
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x_GLF_global_loop_count = 0;
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let x_42 : f32 = x_7.x_GLF_uniform_float_values[0].el;
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f = x_42;
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let x_44 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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r = x_44;
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loop {
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let x_49 : i32 = r;
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let x_51 : i32 = x_10.x_GLF_uniform_int_values[2].el;
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if ((x_49 < x_51)) {
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} else {
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break;
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}
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let x_54 : i32 = x_GLF_global_loop_count;
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x_GLF_global_loop_count = (x_54 + 1);
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let x_57 : vec2<f32> = x_12.injectionSwitch;
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let x_60 : f32 = f;
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f = (x_60 + dpdx(x_57).y);
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continuing {
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let x_62 : i32 = r;
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r = (x_62 + 1);
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}
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}
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loop {
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let x_68 : i32 = x_GLF_global_loop_count;
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if ((x_68 < 100)) {
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} else {
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break;
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}
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let x_71 : i32 = x_GLF_global_loop_count;
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x_GLF_global_loop_count = (x_71 + 1);
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let x_74 : f32 = x_7.x_GLF_uniform_float_values[0].el;
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let x_75 : f32 = f;
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f = (x_75 + x_74);
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}
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let x_77 : f32 = f;
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let x_79 : f32 = x_7.x_GLF_uniform_float_values[1].el;
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if ((x_77 == x_79)) {
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let x_85 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_88 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_91 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_94 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_85), f32(x_88), f32(x_91), f32(x_94));
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} else {
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let x_98 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_99 : f32 = f32(x_98);
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x_GLF_color = vec4<f32>(x_99, x_99, x_99, x_99);
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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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@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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