80 lines
1.5 KiB
WebGPU Shading Language
80 lines
1.5 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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struct StructType {
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col : vec3<f32>;
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bbbb : vec4<bool>;
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};
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[[group(0), binding(0)]] var<uniform> x_5 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var x_33 : StructType;
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var x_38 : i32;
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var x_42 : StructType;
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var x_33_phi : StructType;
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var x_9_phi : i32;
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var x_42_phi : StructType;
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var x_10_phi : i32;
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x_33_phi = StructType(vec3<f32>(0.0, 0.0, 0.0), vec4<bool>(false, false, false, false));
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x_9_phi = 0;
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loop {
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var x_34 : StructType;
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var x_7 : i32;
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x_33 = x_33_phi;
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let x_9 : i32 = x_9_phi;
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let x_37 : f32 = x_5.injectionSwitch.y;
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x_38 = i32(x_37);
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if ((x_9 < x_38)) {
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} else {
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break;
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}
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continuing {
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x_34 = x_33;
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x_34.col = vec3<f32>(1.0, 0.0, 0.0);
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x_7 = (x_9 + 1);
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x_33_phi = x_34;
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x_9_phi = x_7;
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}
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}
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x_42_phi = x_33;
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x_10_phi = 0;
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loop {
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var x_43 : StructType;
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var x_8 : i32;
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x_42 = x_42_phi;
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let x_10 : i32 = x_10_phi;
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if ((x_10 < x_38)) {
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} else {
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break;
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}
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continuing {
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x_43 = x_42;
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x_43.col = vec3<f32>(1.0, 0.0, 0.0);
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x_8 = (x_10 + 1);
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x_42_phi = x_43;
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x_10_phi = x_8;
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}
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}
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let x_47 : vec3<f32> = x_42.col;
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x_GLF_color = vec4<f32>(x_47.x, x_47.y, x_47.z, 1.0);
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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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