68 lines
1.9 KiB
WebGPU Shading Language
68 lines
1.9 KiB
WebGPU Shading Language
struct buf0 {
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resolution : vec2<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_10 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn collatz_i1_(v : ptr<function, i32>) -> i32 {
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var count : i32;
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count = 0;
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loop {
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let x_89 : i32 = *(v);
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if ((x_89 > 1)) {
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} else {
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break;
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}
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let x_92 : i32 = *(v);
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if (((x_92 & 1) == 1)) {
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let x_98 : i32 = *(v);
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*(v) = ((3 * x_98) + 1);
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} else {
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let x_101 : i32 = *(v);
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*(v) = (x_101 / 2);
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}
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let x_103 : i32 = count;
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count = (x_103 + 1);
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}
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let x_105 : i32 = count;
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return x_105;
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}
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fn main_1() {
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var lin : vec2<f32>;
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var v_1 : i32;
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var param : i32;
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var indexable : array<vec4<f32>, 16u>;
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let x_63 : vec4<f32> = gl_FragCoord;
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let x_66 : vec2<f32> = x_10.resolution;
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lin = (vec2<f32>(x_63.x, x_63.y) / x_66);
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let x_68 : vec2<f32> = lin;
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lin = floor((x_68 * 8.0));
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let x_72 : f32 = lin.x;
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let x_76 : f32 = lin.y;
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v_1 = ((i32(x_72) * 8) + i32(x_76));
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let x_79 : i32 = v_1;
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param = x_79;
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let x_80 : i32 = collatz_i1_(&(param));
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indexable = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_83 : vec4<f32> = indexable[(x_80 % 16)];
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x_GLF_color = x_83;
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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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