50 lines
1.1 KiB
WebGPU Shading Language
50 lines
1.1 KiB
WebGPU Shading Language
type Arr = @stride(16) array<f32, 1>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = @stride(16) array<i32, 2>;
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1;
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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_7 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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@group(0) @binding(1) var<uniform> x_9 : buf1;
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fn main_1() {
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var f : f32;
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f = min(bitcast<f32>(-1), 1.0);
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let x_38 : f32 = gl_FragCoord.x;
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let x_40 : f32 = x_7.x_GLF_uniform_float_values[0];
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if ((x_38 > x_40)) {
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let x_46 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_49 : i32 = x_9.x_GLF_uniform_int_values[0];
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let x_52 : i32 = x_9.x_GLF_uniform_int_values[0];
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let x_55 : i32 = x_9.x_GLF_uniform_int_values[1];
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x_GLF_color = vec4<f32>(f32(x_46), f32(x_49), f32(x_52), f32(x_55));
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} else {
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let x_58 : f32 = f;
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x_GLF_color = vec4<f32>(x_58, x_58, x_58, x_58);
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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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@stage(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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