73 lines
1.6 KiB
WebGPU Shading Language
73 lines
1.6 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 2>;
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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 buf2 {
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zero : f32;
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};
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type Arr_1 = [[stride(16)]] array<i32, 2>;
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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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[[group(0), binding(1)]] var<uniform> x_8 : buf1;
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[[group(0), binding(2)]] var<uniform> x_10 : buf2;
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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(0)]] var<uniform> x_13 : buf0;
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fn func_vf2_(pos : ptr<function, vec2<f32>>) -> bool {
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let x_62 : f32 = (*(pos)).x;
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let x_64 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_62 < x_64)) {
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return true;
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}
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let x_69 : f32 = (*(pos)).y;
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let x_71 : f32 = x_8.x_GLF_uniform_float_values[0];
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if ((x_69 > x_71)) {
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return false;
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}
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let x_76 : f32 = x_10.zero;
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let x_78 : f32 = x_8.x_GLF_uniform_float_values[1];
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if ((x_76 > x_78)) {
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return true;
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}
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return true;
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}
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fn main_1() {
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var param : vec2<f32>;
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let x_42 : vec4<f32> = gl_FragCoord;
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param = vec2<f32>(x_42.x, x_42.y);
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let x_44 : bool = func_vf2_(&(param));
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if (x_44) {
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discard;
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}
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let x_48 : i32 = x_13.x_GLF_uniform_int_values[0];
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let x_51 : i32 = x_13.x_GLF_uniform_int_values[1];
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let x_54 : i32 = x_13.x_GLF_uniform_int_values[1];
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let x_57 : i32 = x_13.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_48), f32(x_51), f32(x_54), f32(x_57));
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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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