50 lines
1.2 KiB
WebGPU Shading Language
50 lines
1.2 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 2>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<i32, 2>;
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1;
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};
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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[[group(0), binding(1)]] var<uniform> x_8 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var v1 : vec2<f32>;
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let x_35 : f32 = x_6.x_GLF_uniform_float_values[0];
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v1 = vec2<f32>(x_35, x_35);
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let x_38 : i32 = x_8.x_GLF_uniform_int_values[0];
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let x_40 : f32 = v1.y;
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v1[x_38] = ldexp(x_40, -256);
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let x_43 : vec2<f32> = v1;
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if ((((x_43 * mat2x2<f32>(vec2<f32>(x_35, 0.0), vec2<f32>(0.0, x_35)))).x == x_35)) {
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let x_53 : f32 = f32(x_38);
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let x_55 : i32 = x_8.x_GLF_uniform_int_values[1];
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let x_56 : f32 = f32(x_55);
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x_GLF_color = vec4<f32>(x_53, x_56, x_56, x_53);
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} else {
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let x_59 : i32 = x_8.x_GLF_uniform_int_values[1];
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let x_60 : f32 = f32(x_59);
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x_GLF_color = vec4<f32>(x_60, x_60, x_60, x_60);
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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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