115 lines
2.7 KiB
WebGPU Shading Language
115 lines
2.7 KiB
WebGPU Shading Language
type Arr = @stride(16) array<f32, 3>;
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struct buf1 {
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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, 4>;
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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_6 : buf1;
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@group(0) @binding(0) var<uniform> x_9 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var A : array<f32, 2>;
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var i : i32;
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var j : i32;
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var x_101 : bool;
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var x_102_phi : bool;
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let x_39 : f32 = x_6.x_GLF_uniform_float_values[1];
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A[0] = x_39;
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let x_42 : f32 = x_6.x_GLF_uniform_float_values[1];
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A[1] = x_42;
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let x_45 : i32 = x_9.x_GLF_uniform_int_values[0];
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i = x_45;
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loop {
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let x_50 : i32 = i;
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let x_52 : i32 = x_9.x_GLF_uniform_int_values[3];
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if ((x_50 < x_52)) {
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} else {
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break;
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}
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let x_56 : i32 = x_9.x_GLF_uniform_int_values[0];
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j = x_56;
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loop {
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let x_61 : i32 = j;
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let x_63 : i32 = x_9.x_GLF_uniform_int_values[2];
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if ((x_61 < x_63)) {
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} else {
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break;
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}
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let x_66 : i32 = j;
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switch(x_66) {
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case 1: {
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let x_78 : i32 = i;
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let x_80 : f32 = x_6.x_GLF_uniform_float_values[0];
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A[x_78] = x_80;
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}
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case 0: {
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let x_70 : i32 = i;
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if ((-2147483648 < x_70)) {
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continue;
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}
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let x_74 : i32 = i;
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let x_76 : f32 = x_6.x_GLF_uniform_float_values[2];
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A[x_74] = x_76;
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}
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default: {
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}
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}
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continuing {
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let x_82 : i32 = j;
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j = (x_82 + 1);
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}
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}
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continuing {
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let x_84 : i32 = i;
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i = (x_84 + 1);
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}
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}
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let x_87 : i32 = x_9.x_GLF_uniform_int_values[0];
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let x_89 : f32 = A[x_87];
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let x_91 : f32 = x_6.x_GLF_uniform_float_values[0];
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let x_92 : bool = (x_89 == x_91);
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x_102_phi = x_92;
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if (x_92) {
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let x_96 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_98 : f32 = A[x_96];
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let x_100 : f32 = x_6.x_GLF_uniform_float_values[0];
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x_101 = (x_98 == x_100);
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x_102_phi = x_101;
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}
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let x_102 : bool = x_102_phi;
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if (x_102) {
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let x_107 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_110 : i32 = x_9.x_GLF_uniform_int_values[0];
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let x_113 : i32 = x_9.x_GLF_uniform_int_values[0];
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let x_116 : i32 = x_9.x_GLF_uniform_int_values[1];
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x_GLF_color = vec4<f32>(f32(x_107), f32(x_110), f32(x_113), f32(x_116));
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} else {
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let x_120 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_121 : f32 = f32(x_120);
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x_GLF_color = vec4<f32>(x_121, x_121, x_121, x_121);
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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() -> 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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