104 lines
2.7 KiB
WebGPU Shading Language
104 lines
2.7 KiB
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : f32,
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}
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type Arr = array<strided_arr, 2u>;
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struct buf1 {
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x_GLF_uniform_float_values : Arr,
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}
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struct strided_arr_1 {
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@size(16)
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el : i32,
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}
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type Arr_1 = array<strided_arr_1, 4u>;
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struct buf0 {
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x_GLF_uniform_int_values : Arr_1,
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}
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@group(0) @binding(1) var<uniform> x_7 : buf1;
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@group(0) @binding(0) var<uniform> x_10 : 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 main_1() {
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var m23 : mat2x3<f32>;
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var i : i32;
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let x_46 : f32 = x_7.x_GLF_uniform_float_values[1].el;
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m23 = mat2x3<f32>(vec3<f32>(x_46, 0.0, 0.0), vec3<f32>(0.0, x_46, 0.0));
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i = 1;
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loop {
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var x_80 : bool;
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var x_81_phi : bool;
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let x_54 : i32 = i;
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let x_56 : i32 = x_10.x_GLF_uniform_int_values[3].el;
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if ((x_54 < x_56)) {
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} else {
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break;
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}
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let x_60 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_62 : i32 = x_10.x_GLF_uniform_int_values[2].el;
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let x_64 : f32 = x_7.x_GLF_uniform_float_values[0].el;
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let x_66 : f32 = m23[x_60][x_62];
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m23[x_60][x_62] = (x_66 + x_64);
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let x_70 : f32 = gl_FragCoord.y;
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let x_72 : f32 = x_7.x_GLF_uniform_float_values[0].el;
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if ((x_70 < x_72)) {
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}
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x_81_phi = true;
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if (true) {
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let x_79 : f32 = gl_FragCoord.x;
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x_80 = (x_79 < 0.0);
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x_81_phi = x_80;
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}
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let x_81 : bool = x_81_phi;
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if (!(x_81)) {
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break;
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}
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continuing {
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let x_85 : i32 = i;
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i = (x_85 + 1);
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}
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}
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let x_87 : mat2x3<f32> = m23;
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let x_89 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_92 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_95 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_98 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_101 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_104 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_108 : mat2x3<f32> = mat2x3<f32>(vec3<f32>(f32(x_89), f32(x_92), f32(x_95)), vec3<f32>(f32(x_98), f32(x_101), f32(x_104)));
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if ((all((x_87[0u] == x_108[0u])) & all((x_87[1u] == x_108[1u])))) {
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let x_122 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_125 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_128 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_131 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_122), f32(x_125), f32(x_128), f32(x_131));
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} else {
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let x_135 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_136 : f32 = f32(x_135);
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x_GLF_color = vec4<f32>(x_136, x_136, x_136, x_136);
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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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@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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