277 lines
6.5 KiB
WebGPU Shading Language
277 lines
6.5 KiB
WebGPU Shading Language
struct QuicksortObject {
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numbers : array<i32, 10>;
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};
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[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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[[block]]
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struct buf1 {
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resolution : vec2<f32>;
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};
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var<private> obj : QuicksortObject;
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var<private> x_GLF_FragCoord : vec4<f32>;
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var<private> x_GLF_pos : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_33 : buf0;
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[[group(0), binding(1)]] var<uniform> x_36 : buf1;
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var<private> frag_color : vec4<f32>;
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var<private> gl_Position : vec4<f32>;
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fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) {
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var temp : i32;
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let x_250 : i32 = *(i);
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let x_252 : i32 = obj.numbers[x_250];
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temp = x_252;
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let x_253 : i32 = *(i);
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let x_254 : i32 = *(j);
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let x_256 : i32 = obj.numbers[x_254];
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obj.numbers[x_253] = x_256;
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let x_258 : i32 = *(j);
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let x_259 : i32 = temp;
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obj.numbers[x_258] = x_259;
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return;
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}
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fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
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var pivot : i32;
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var i_1 : i32;
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var j_1 : i32;
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var param : i32;
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var param_1 : i32;
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var param_2 : i32;
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var param_3 : i32;
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let x_262 : i32 = *(h);
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let x_264 : i32 = obj.numbers[x_262];
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pivot = x_264;
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let x_265 : i32 = *(l);
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i_1 = (x_265 - 1);
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let x_267 : i32 = *(l);
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j_1 = x_267;
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loop {
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let x_272 : i32 = j_1;
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let x_273 : i32 = *(h);
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if ((x_272 <= (x_273 - 1))) {
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} else {
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break;
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}
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let x_277 : i32 = j_1;
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let x_279 : i32 = obj.numbers[x_277];
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let x_280 : i32 = pivot;
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if ((x_279 <= x_280)) {
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let x_284 : i32 = i_1;
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i_1 = (x_284 + 1);
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let x_286 : i32 = i_1;
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param = x_286;
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let x_287 : i32 = j_1;
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param_1 = x_287;
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swap_i1_i1_(&(param), &(param_1));
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}
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continuing {
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let x_289 : i32 = j_1;
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j_1 = (x_289 + 1);
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}
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}
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let x_291 : i32 = i_1;
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param_2 = (x_291 + 1);
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let x_293 : i32 = *(h);
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param_3 = x_293;
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swap_i1_i1_(&(param_2), &(param_3));
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let x_295 : i32 = i_1;
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return (x_295 + 1);
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}
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fn quicksort_() {
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var l_1 : i32;
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var h_1 : i32;
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var top : i32;
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var stack : array<i32, 10>;
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var p : i32;
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var param_4 : i32;
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var param_5 : i32;
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l_1 = 0;
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h_1 = 9;
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top = -1;
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let x_298 : i32 = top;
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let x_299 : i32 = (x_298 + 1);
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top = x_299;
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let x_300 : i32 = l_1;
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stack[x_299] = x_300;
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let x_302 : i32 = top;
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let x_303 : i32 = (x_302 + 1);
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top = x_303;
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let x_304 : i32 = h_1;
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stack[x_303] = x_304;
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loop {
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let x_310 : i32 = top;
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if ((x_310 >= 0)) {
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} else {
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break;
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}
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let x_313 : i32 = top;
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top = (x_313 - 1);
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let x_316 : i32 = stack[x_313];
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h_1 = x_316;
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let x_317 : i32 = top;
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top = (x_317 - 1);
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let x_320 : i32 = stack[x_317];
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l_1 = x_320;
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let x_321 : i32 = l_1;
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param_4 = x_321;
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let x_322 : i32 = h_1;
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param_5 = x_322;
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let x_323 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
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p = x_323;
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let x_324 : i32 = p;
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let x_326 : i32 = l_1;
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if (((x_324 - 1) > x_326)) {
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let x_330 : i32 = top;
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let x_331 : i32 = (x_330 + 1);
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top = x_331;
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let x_332 : i32 = l_1;
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stack[x_331] = x_332;
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let x_334 : i32 = top;
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let x_335 : i32 = (x_334 + 1);
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top = x_335;
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let x_336 : i32 = p;
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stack[x_335] = (x_336 - 1);
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}
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let x_339 : i32 = p;
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let x_341 : i32 = h_1;
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if (((x_339 + 1) < x_341)) {
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let x_345 : i32 = top;
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let x_346 : i32 = (x_345 + 1);
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top = x_346;
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let x_347 : i32 = p;
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stack[x_346] = (x_347 + 1);
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let x_350 : i32 = top;
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let x_351 : i32 = (x_350 + 1);
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top = x_351;
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let x_352 : i32 = h_1;
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stack[x_351] = x_352;
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}
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}
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return;
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}
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fn main_1() {
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var i_2 : i32;
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var uv : vec2<f32>;
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var color : vec3<f32>;
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let x_94 : vec4<f32> = x_GLF_pos;
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x_GLF_FragCoord = ((x_94 + vec4<f32>(1.0, 1.0, 0.0, 0.0)) * vec4<f32>(128.0, 128.0, 1.0, 1.0));
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i_2 = 0;
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loop {
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let x_101 : i32 = i_2;
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if ((x_101 < 10)) {
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} else {
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break;
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}
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let x_104 : i32 = i_2;
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let x_105 : i32 = i_2;
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obj.numbers[x_104] = (10 - x_105);
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let x_109 : f32 = x_33.injectionSwitch.x;
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let x_111 : f32 = x_33.injectionSwitch.y;
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if ((x_109 > x_111)) {
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break;
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}
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let x_115 : i32 = i_2;
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let x_116 : i32 = i_2;
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let x_118 : i32 = obj.numbers[x_116];
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let x_119 : i32 = i_2;
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let x_121 : i32 = obj.numbers[x_119];
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obj.numbers[x_115] = (x_118 * x_121);
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continuing {
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let x_124 : i32 = i_2;
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i_2 = (x_124 + 1);
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}
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}
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quicksort_();
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let x_127 : vec4<f32> = x_GLF_FragCoord;
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let x_130 : vec2<f32> = x_36.resolution;
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uv = (vec2<f32>(x_127.x, x_127.y) / x_130);
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color = vec3<f32>(1.0, 2.0, 3.0);
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let x_133 : i32 = obj.numbers[0];
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let x_136 : f32 = color.x;
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color.x = (x_136 + f32(x_133));
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let x_140 : f32 = uv.x;
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if ((x_140 > 0.25)) {
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let x_145 : i32 = obj.numbers[1];
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let x_148 : f32 = color.x;
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color.x = (x_148 + f32(x_145));
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}
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let x_152 : f32 = uv.x;
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if ((x_152 > 0.5)) {
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let x_157 : i32 = obj.numbers[2];
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let x_160 : f32 = color.y;
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color.y = (x_160 + f32(x_157));
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}
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let x_164 : f32 = uv.x;
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if ((x_164 > 0.75)) {
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let x_169 : i32 = obj.numbers[3];
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let x_172 : f32 = color.z;
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color.z = (x_172 + f32(x_169));
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}
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let x_176 : i32 = obj.numbers[4];
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let x_179 : f32 = color.y;
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color.y = (x_179 + f32(x_176));
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let x_183 : f32 = uv.y;
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if ((x_183 > 0.25)) {
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let x_188 : i32 = obj.numbers[5];
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let x_191 : f32 = color.x;
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color.x = (x_191 + f32(x_188));
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}
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let x_195 : f32 = uv.y;
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if ((x_195 > 0.5)) {
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let x_200 : i32 = obj.numbers[6];
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let x_203 : f32 = color.y;
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color.y = (x_203 + f32(x_200));
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}
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let x_207 : f32 = uv.y;
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if ((x_207 > 0.75)) {
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let x_212 : i32 = obj.numbers[7];
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let x_215 : f32 = color.z;
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color.z = (x_215 + f32(x_212));
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}
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let x_219 : i32 = obj.numbers[8];
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let x_222 : f32 = color.z;
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color.z = (x_222 + f32(x_219));
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let x_226 : f32 = uv.x;
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let x_228 : f32 = uv.y;
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if ((abs((x_226 - x_228)) < 0.25)) {
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let x_235 : i32 = obj.numbers[9];
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let x_238 : f32 = color.x;
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color.x = (x_238 + f32(x_235));
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}
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let x_241 : vec3<f32> = color;
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let x_242 : vec3<f32> = normalize(x_241);
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frag_color = vec4<f32>(x_242.x, x_242.y, x_242.z, 1.0);
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let x_247 : vec4<f32> = x_GLF_pos;
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gl_Position = x_247;
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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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frag_color_1 : vec4<f32>;
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[[builtin(position)]]
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gl_Position : vec4<f32>;
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};
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[[stage(vertex)]]
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fn main([[location(0)]] x_GLF_pos_param : vec4<f32>) -> main_out {
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x_GLF_pos = x_GLF_pos_param;
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main_1();
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return main_out(frag_color, gl_Position);
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}
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