306 lines
6.7 KiB
WebGPU Shading Language
306 lines
6.7 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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var<private> data : array<i32, 10u>;
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var<private> temp : array<i32, 10u>;
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@group(0) @binding(0) var<uniform> x_28 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn merge_i1_i1_i1_(f : ptr<function, i32>, mid : ptr<function, i32>, to : ptr<function, i32>) {
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var k : i32;
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var i : i32;
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var j : i32;
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var i_1 : i32;
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let x_251 : i32 = *(f);
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k = x_251;
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let x_252 : i32 = *(f);
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i = x_252;
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let x_253 : i32 = *(mid);
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j = (x_253 + 1);
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loop {
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let x_259 : i32 = i;
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let x_260 : i32 = *(mid);
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let x_262 : i32 = j;
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let x_263 : i32 = *(to);
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if (((x_259 <= x_260) & (x_262 <= x_263))) {
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} else {
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break;
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}
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let x_267 : i32 = i;
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let x_269 : i32 = data[x_267];
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let x_270 : i32 = j;
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let x_272 : i32 = data[x_270];
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if ((x_269 < x_272)) {
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let x_277 : i32 = k;
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k = (x_277 + 1);
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let x_279 : i32 = i;
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i = (x_279 + 1);
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let x_282 : i32 = data[x_279];
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temp[x_277] = x_282;
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} else {
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let x_284 : i32 = k;
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k = (x_284 + 1);
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let x_286 : i32 = j;
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j = (x_286 + 1);
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let x_289 : i32 = data[x_286];
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temp[x_284] = x_289;
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}
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}
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loop {
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let x_295 : i32 = i;
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let x_297 : i32 = i;
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let x_298 : i32 = *(mid);
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if (((x_295 < 10) & (x_297 <= x_298))) {
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} else {
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break;
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}
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let x_302 : i32 = k;
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k = (x_302 + 1);
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let x_304 : i32 = i;
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i = (x_304 + 1);
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let x_307 : i32 = data[x_304];
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temp[x_302] = x_307;
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}
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let x_309 : i32 = *(f);
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i_1 = x_309;
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loop {
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let x_314 : i32 = i_1;
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let x_315 : i32 = *(to);
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if ((x_314 <= x_315)) {
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} else {
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break;
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}
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let x_318 : i32 = i_1;
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let x_319 : i32 = i_1;
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let x_321 : i32 = temp[x_319];
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data[x_318] = x_321;
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continuing {
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let x_323 : i32 = i_1;
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i_1 = (x_323 + 1);
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}
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}
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return;
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}
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fn mergeSort_() {
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var low : i32;
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var high : i32;
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var m : i32;
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var i_2 : i32;
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var f_1 : i32;
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var mid_1 : i32;
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var to_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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low = 0;
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high = 9;
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m = 1;
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loop {
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let x_330 : i32 = m;
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let x_331 : i32 = high;
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if ((x_330 <= x_331)) {
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} else {
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break;
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}
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let x_334 : i32 = low;
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i_2 = x_334;
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loop {
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let x_339 : i32 = i_2;
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let x_340 : i32 = high;
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if ((x_339 < x_340)) {
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} else {
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break;
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}
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let x_343 : i32 = i_2;
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f_1 = x_343;
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let x_344 : i32 = i_2;
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let x_345 : i32 = m;
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mid_1 = ((x_344 + x_345) - 1);
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let x_348 : i32 = i_2;
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let x_349 : i32 = m;
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let x_353 : i32 = high;
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to_1 = min(((x_348 + (2 * x_349)) - 1), x_353);
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let x_355 : i32 = f_1;
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param = x_355;
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let x_356 : i32 = mid_1;
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param_1 = x_356;
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let x_357 : i32 = to_1;
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param_2 = x_357;
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merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
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continuing {
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let x_359 : i32 = m;
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let x_361 : i32 = i_2;
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i_2 = (x_361 + (2 * x_359));
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}
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}
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continuing {
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let x_363 : i32 = m;
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m = (2 * x_363);
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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_3 : i32;
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var j_1 : i32;
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var grey : f32;
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let x_84 : f32 = x_28.injectionSwitch.x;
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i_3 = i32(x_84);
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loop {
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let x_90 : i32 = i_3;
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switch(x_90) {
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case 9: {
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let x_120 : i32 = i_3;
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data[x_120] = -5;
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}
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case 8: {
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let x_118 : i32 = i_3;
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data[x_118] = -4;
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}
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case 7: {
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let x_116 : i32 = i_3;
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data[x_116] = -3;
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}
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case 6: {
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let x_114 : i32 = i_3;
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data[x_114] = -2;
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}
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case 5: {
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let x_112 : i32 = i_3;
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data[x_112] = -1;
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}
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case 4: {
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let x_110 : i32 = i_3;
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data[x_110] = 0;
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}
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case 3: {
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let x_108 : i32 = i_3;
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data[x_108] = 1;
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}
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case 2: {
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let x_106 : i32 = i_3;
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data[x_106] = 2;
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}
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case 1: {
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let x_104 : i32 = i_3;
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data[x_104] = 3;
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}
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case 0: {
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let x_102 : i32 = i_3;
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data[x_102] = 4;
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}
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default: {
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}
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}
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let x_122 : i32 = i_3;
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i_3 = (x_122 + 1);
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continuing {
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let x_124 : i32 = i_3;
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if ((x_124 < 10)) {
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} else {
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break;
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}
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}
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}
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j_1 = 0;
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loop {
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let x_130 : i32 = j_1;
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if ((x_130 < 10)) {
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} else {
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break;
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}
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let x_133 : i32 = j_1;
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let x_134 : i32 = j_1;
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let x_136 : i32 = data[x_134];
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temp[x_133] = x_136;
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continuing {
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let x_138 : i32 = j_1;
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j_1 = (x_138 + 1);
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}
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}
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mergeSort_();
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let x_142 : f32 = gl_FragCoord.y;
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if ((i32(x_142) < 30)) {
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let x_149 : i32 = data[0];
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grey = (0.5 + (f32(x_149) / 10.0));
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} else {
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let x_154 : f32 = gl_FragCoord.y;
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if ((i32(x_154) < 60)) {
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let x_161 : i32 = data[1];
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grey = (0.5 + (f32(x_161) / 10.0));
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} else {
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let x_166 : f32 = gl_FragCoord.y;
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if ((i32(x_166) < 90)) {
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let x_173 : i32 = data[2];
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grey = (0.5 + (f32(x_173) / 10.0));
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} else {
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let x_178 : f32 = gl_FragCoord.y;
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if ((i32(x_178) < 120)) {
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let x_185 : i32 = data[3];
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grey = (0.5 + (f32(x_185) / 10.0));
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} else {
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let x_190 : f32 = gl_FragCoord.y;
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if ((i32(x_190) < 150)) {
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discard;
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} else {
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let x_197 : f32 = gl_FragCoord.y;
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if ((i32(x_197) < 180)) {
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let x_204 : i32 = data[5];
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grey = (0.5 + (f32(x_204) / 10.0));
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} else {
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let x_209 : f32 = gl_FragCoord.y;
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if ((i32(x_209) < 210)) {
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let x_216 : i32 = data[6];
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grey = (0.5 + (f32(x_216) / 10.0));
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} else {
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let x_221 : f32 = gl_FragCoord.y;
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if ((i32(x_221) < 240)) {
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let x_228 : i32 = data[7];
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grey = (0.5 + (f32(x_228) / 10.0));
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} else {
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let x_233 : f32 = gl_FragCoord.y;
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if ((i32(x_233) < 270)) {
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let x_240 : i32 = data[8];
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grey = (0.5 + (f32(x_240) / 10.0));
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} else {
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discard;
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}
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}
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}
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}
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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_244 : f32 = grey;
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let x_245 : vec3<f32> = vec3<f32>(x_244, x_244, x_244);
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x_GLF_color = vec4<f32>(x_245.x, x_245.y, x_245.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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@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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