63 lines
1.8 KiB
WebGPU Shading Language
63 lines
1.8 KiB
WebGPU Shading Language
struct buf0 {
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resolution : vec2<f32>,
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}
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var<private> gl_FragCoord : vec4<f32>;
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var indexable : array<vec4<f32>, 16u>;
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var x_65 : i32;
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var x_65_phi : i32;
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var x_68_phi : i32;
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let x_51 : vec4<f32> = gl_FragCoord;
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let x_54 : vec2<f32> = x_6.resolution;
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let x_57 : vec2<f32> = floor(((vec2<f32>(x_51.x, x_51.y) / x_54) * 8.0));
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let x_63 : i32 = ((i32(x_57.x) * 8) + i32(x_57.y));
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x_65_phi = 0;
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x_68_phi = x_63;
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loop {
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var x_79 : i32;
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var x_80 : i32;
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var x_69_phi : i32;
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x_65 = x_65_phi;
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let x_68 : i32 = x_68_phi;
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if ((x_68 > 1)) {
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} else {
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break;
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}
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if (((x_68 & 1) == 1)) {
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x_79 = ((3 * x_68) + 1);
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x_69_phi = x_79;
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} else {
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x_80 = (x_68 / 2);
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x_69_phi = x_80;
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}
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let x_69 : i32 = x_69_phi;
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continuing {
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x_65_phi = bitcast<i32>((x_65 + bitcast<i32>(1)));
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x_68_phi = x_69;
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}
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}
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indexable = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_83 : vec4<f32> = indexable[bitcast<i32>((x_65 % 16))];
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x_GLF_color = x_83;
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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(@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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