80 lines
2.0 KiB
WebGPU Shading Language
80 lines
2.0 KiB
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : i32,
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}
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alias Arr = array<strided_arr, 4u>;
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struct buf0 {
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x_GLF_uniform_int_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 : f32,
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}
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alias Arr_1 = array<strided_arr_1, 2u>;
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struct buf1 {
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x_GLF_uniform_float_values : Arr_1,
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}
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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@group(0) @binding(1) var<uniform> x_9 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var m : mat3x3<f32>;
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var a : i32;
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var arr : array<vec3<f32>, 2u>;
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var v : vec3<f32>;
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let x_45 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_46 : f32 = f32(x_45);
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m = mat3x3<f32>(vec3<f32>(x_46, 0.0, 0.0), vec3<f32>(0.0, x_46, 0.0), vec3<f32>(0.0, 0.0, x_46));
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let x_52 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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a = x_52;
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let x_53 : i32 = a;
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let x_54 : i32 = a;
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let x_56 : f32 = x_9.x_GLF_uniform_float_values[0].el;
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m[x_53][x_54] = x_56;
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let x_59 : vec3<f32> = m[1];
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let x_61 : vec3<f32> = m[1];
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arr = array<vec3<f32>, 2u>(x_59, x_61);
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let x_64 : f32 = x_9.x_GLF_uniform_float_values[1].el;
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v = vec3<f32>(x_64, x_64, x_64);
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let x_66 : i32 = a;
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let x_68 : vec3<f32> = arr[x_66];
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let x_69 : vec3<f32> = v;
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v = (x_69 + x_68);
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let x_71 : vec3<f32> = v;
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let x_73 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_76 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_79 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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if (all((x_71 == vec3<f32>(f32(x_73), f32(x_76), f32(x_79))))) {
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let x_88 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_91 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_94 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_97 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_88), f32(x_91), f32(x_94), f32(x_97));
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} else {
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let x_101 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_102 : f32 = f32(x_101);
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x_GLF_color = vec4<f32>(x_102, x_102, x_102, x_102);
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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() -> 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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