232 lines
6.1 KiB
WebGPU Shading Language
232 lines
6.1 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<i32, 7>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_int_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<f32, 3>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_float_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 sums : array<f32, 2>;
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var a : i32;
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var b : i32;
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var c : i32;
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var d : i32;
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var e : i32;
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var f : i32;
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var g : i32;
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var h : i32;
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var i : i32;
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var j : i32;
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var x_215 : bool;
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var x_216_phi : bool;
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let x_20 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_110 : f32 = x_8.x_GLF_uniform_float_values[0];
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sums[x_20] = x_110;
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let x_22 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_114 : f32 = x_8.x_GLF_uniform_float_values[0];
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sums[x_22] = x_114;
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let x_23 : i32 = x_6.x_GLF_uniform_int_values[1];
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a = x_23;
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loop {
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let x_24 : i32 = a;
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let x_25 : i32 = x_6.x_GLF_uniform_int_values[0];
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if ((x_24 < x_25)) {
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} else {
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break;
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}
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let x_26 : i32 = x_6.x_GLF_uniform_int_values[5];
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b = x_26;
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loop {
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let x_27 : i32 = b;
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let x_28 : i32 = x_6.x_GLF_uniform_int_values[3];
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if ((x_27 < x_28)) {
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} else {
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break;
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}
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let x_29 : i32 = x_6.x_GLF_uniform_int_values[6];
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c = x_29;
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loop {
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let x_30 : i32 = c;
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let x_31 : i32 = x_6.x_GLF_uniform_int_values[4];
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if ((x_30 <= x_31)) {
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} else {
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break;
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}
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let x_32 : i32 = x_6.x_GLF_uniform_int_values[1];
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d = x_32;
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loop {
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let x_33 : i32 = d;
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let x_34 : i32 = x_6.x_GLF_uniform_int_values[6];
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if ((x_33 < x_34)) {
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} else {
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break;
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}
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let x_35 : i32 = x_6.x_GLF_uniform_int_values[0];
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e = x_35;
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loop {
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let x_36 : i32 = e;
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let x_37 : i32 = x_6.x_GLF_uniform_int_values[4];
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if ((x_36 <= x_37)) {
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} else {
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break;
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}
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let x_38 : i32 = x_6.x_GLF_uniform_int_values[1];
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f = x_38;
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loop {
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let x_39 : i32 = f;
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let x_40 : i32 = x_6.x_GLF_uniform_int_values[0];
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if ((x_39 < x_40)) {
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} else {
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break;
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}
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let x_41 : i32 = x_6.x_GLF_uniform_int_values[1];
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g = x_41;
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loop {
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let x_42 : i32 = g;
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let x_43 : i32 = x_6.x_GLF_uniform_int_values[6];
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if ((x_42 < x_43)) {
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} else {
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break;
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}
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let x_44 : i32 = x_6.x_GLF_uniform_int_values[1];
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h = x_44;
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loop {
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let x_45 : i32 = h;
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let x_46 : i32 = x_6.x_GLF_uniform_int_values[0];
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if ((x_45 < x_46)) {
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} else {
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break;
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}
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let x_47 : i32 = x_6.x_GLF_uniform_int_values[1];
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i = x_47;
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loop {
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let x_48 : i32 = i;
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let x_49 : i32 = x_6.x_GLF_uniform_int_values[4];
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if ((x_48 < x_49)) {
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} else {
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break;
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}
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let x_50 : i32 = x_6.x_GLF_uniform_int_values[0];
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j = x_50;
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loop {
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let x_51 : i32 = j;
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let x_52 : i32 = x_6.x_GLF_uniform_int_values[1];
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if ((x_51 > x_52)) {
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} else {
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break;
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}
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let x_53 : i32 = a;
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let x_197 : f32 = x_8.x_GLF_uniform_float_values[2];
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let x_199 : f32 = sums[x_53];
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sums[x_53] = (x_199 + x_197);
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continuing {
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let x_54 : i32 = j;
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j = (x_54 - 1);
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}
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}
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continuing {
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let x_56 : i32 = i;
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i = (x_56 + 1);
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}
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}
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continuing {
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let x_58 : i32 = h;
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h = (x_58 + 1);
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}
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}
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continuing {
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let x_60 : i32 = g;
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g = (x_60 + 1);
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}
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}
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continuing {
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let x_62 : i32 = f;
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f = (x_62 + 1);
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}
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}
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continuing {
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let x_64 : i32 = e;
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e = (x_64 + 1);
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}
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}
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continuing {
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let x_66 : i32 = d;
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d = (x_66 + 1);
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}
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}
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continuing {
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let x_68 : i32 = c;
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c = (x_68 + 1);
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}
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}
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continuing {
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let x_70 : i32 = b;
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b = (x_70 + 1);
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}
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}
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continuing {
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let x_72 : i32 = a;
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a = (x_72 + 1);
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}
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}
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let x_74 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_204 : f32 = sums[x_74];
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let x_206 : f32 = x_8.x_GLF_uniform_float_values[1];
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let x_207 : bool = (x_204 == x_206);
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x_216_phi = x_207;
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if (x_207) {
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let x_75 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_212 : f32 = sums[x_75];
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let x_214 : f32 = x_8.x_GLF_uniform_float_values[1];
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x_215 = (x_212 == x_214);
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x_216_phi = x_215;
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}
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let x_216 : bool = x_216_phi;
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if (x_216) {
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let x_76 : i32 = x_6.x_GLF_uniform_int_values[2];
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let x_77 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_78 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_79 : i32 = x_6.x_GLF_uniform_int_values[2];
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x_GLF_color = vec4<f32>(f32(x_76), f32(x_77), f32(x_78), f32(x_79));
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} else {
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let x_80 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_230 : f32 = f32(x_80);
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x_GLF_color = vec4<f32>(x_230, x_230, x_230, x_230);
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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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