83 lines
2.0 KiB
WebGPU Shading Language
83 lines
2.0 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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one : 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_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var a : vec2<f32>;
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var b : vec3<f32>;
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var x_105 : bool;
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var x_111 : bool;
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var x_106_phi : bool;
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var x_112_phi : bool;
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a = vec2<f32>(1.0, 1.0);
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b = vec3<f32>(0.0, 0.0, 0.0);
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let x_52 : f32 = gl_FragCoord.y;
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if ((i32(x_52) < 40)) {
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b = vec3<f32>(0.100000001, 0.100000001, 0.100000001);
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} else {
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let x_59 : f32 = gl_FragCoord.y;
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if ((i32(x_59) < 60)) {
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b = vec3<f32>(0.200000003, 0.200000003, 0.200000003);
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} else {
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let x_66 : f32 = gl_FragCoord.y;
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if ((x_66 < 80.0)) {
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let x_72 : f32 = a.x;
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let x_74 : f32 = x_8.one;
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b = (cos((vec3<f32>(x_72, x_72, x_72) + vec3<f32>(x_74, x_74, x_74))) + vec3<f32>(0.01, 0.01, 0.01));
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} else {
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let x_82 : f32 = gl_FragCoord.y;
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if ((i32(x_82) < 100)) {
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let x_89 : f32 = x_8.one;
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b = cos(vec3<f32>(x_89, x_89, x_89));
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} else {
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let x_93 : f32 = gl_FragCoord.y;
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if ((i32(x_93) < 500)) {
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b = vec3<f32>(0.540302277, 0.540302277, -0.99996084);
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}
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}
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}
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}
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}
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let x_99 : f32 = b.x;
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let x_100 : bool = (x_99 < 1.019999981);
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x_106_phi = x_100;
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if (x_100) {
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let x_104 : f32 = b.y;
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x_105 = (x_104 < 1.019999981);
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x_106_phi = x_105;
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}
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let x_106 : bool = x_106_phi;
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x_112_phi = x_106;
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if (x_106) {
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let x_110 : f32 = b.z;
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x_111 = (x_110 < 1.019999981);
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x_112_phi = x_111;
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}
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let x_112 : bool = x_112_phi;
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if (x_112) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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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([[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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