90 lines
2.2 KiB
WebGPU Shading Language
90 lines
2.2 KiB
WebGPU Shading Language
struct S {
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numbers : array<f32, 3>;
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};
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type Arr = [[stride(16)]] array<f32, 5>;
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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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zeroVec : vec2<f32>;
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};
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struct buf3 {
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oneVec : vec2<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_7 : buf1;
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[[group(0), binding(2)]] var<uniform> x_9 : buf2;
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[[group(0), binding(3)]] var<uniform> x_12 : buf3;
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[[group(0), binding(0)]] var<uniform> x_15 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var obj : S;
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var a : f32;
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var x_49 : vec2<f32>;
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var b : f32;
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let x_51 : f32 = x_7.x_GLF_uniform_float_values[3];
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let x_53 : f32 = x_7.x_GLF_uniform_float_values[2];
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let x_55 : f32 = x_7.x_GLF_uniform_float_values[4];
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obj = S(array<f32, 3>(x_51, x_53, x_55));
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let x_59 : f32 = x_9.zeroVec.x;
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let x_62 : f32 = x_7.x_GLF_uniform_float_values[0];
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obj.numbers[i32(x_59)] = x_62;
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let x_65 : f32 = x_9.zeroVec.x;
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let x_67 : f32 = x_7.x_GLF_uniform_float_values[0];
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if ((x_65 > x_67)) {
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let x_73 : vec2<f32> = x_9.zeroVec;
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x_49 = x_73;
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} else {
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let x_75 : vec2<f32> = x_12.oneVec;
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x_49 = x_75;
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}
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let x_77 : f32 = x_49.y;
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a = x_77;
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let x_79 : f32 = x_7.x_GLF_uniform_float_values[0];
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let x_80 : f32 = a;
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let x_82 : i32 = x_15.x_GLF_uniform_int_values[0];
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let x_84 : f32 = obj.numbers[x_82];
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b = mix(x_79, x_80, x_84);
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let x_86 : f32 = b;
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let x_88 : f32 = x_7.x_GLF_uniform_float_values[2];
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let x_91 : f32 = x_7.x_GLF_uniform_float_values[1];
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if ((distance(x_86, x_88) < x_91)) {
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let x_97 : i32 = x_15.x_GLF_uniform_int_values[0];
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let x_100 : i32 = x_15.x_GLF_uniform_int_values[1];
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let x_103 : i32 = x_15.x_GLF_uniform_int_values[1];
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let x_106 : i32 = x_15.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_97), f32(x_100), f32(x_103), f32(x_106));
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} else {
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let x_110 : i32 = x_15.x_GLF_uniform_int_values[1];
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let x_111 : f32 = f32(x_110);
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x_GLF_color = vec4<f32>(x_111, x_111, x_111, x_111);
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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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