76 lines
2.0 KiB
WebGPU Shading Language
76 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, 3u>;
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struct buf1 {
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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, 3u>;
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struct buf0 {
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x_GLF_uniform_float_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 numbers : array<i32, 3u>;
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var a : vec2<f32>;
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var b : f32;
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let x_38 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_40 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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numbers[x_38] = x_40;
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let x_43 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_45 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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numbers[x_43] = x_45;
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let x_48 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_50 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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numbers[x_48] = x_50;
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let x_53 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_56 : f32 = x_9.x_GLF_uniform_float_values[2].el;
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let x_60 : i32 = numbers[select(2, 1, (0.0 < x_56))];
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a = vec2<f32>(f32(x_53), f32(x_60));
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let x_63 : vec2<f32> = a;
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let x_65 : f32 = x_9.x_GLF_uniform_float_values[1].el;
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let x_67 : f32 = x_9.x_GLF_uniform_float_values[1].el;
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b = dot(x_63, vec2<f32>(x_65, x_67));
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let x_70 : f32 = b;
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let x_72 : f32 = x_9.x_GLF_uniform_float_values[0].el;
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if ((x_70 == x_72)) {
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let x_78 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_81 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_84 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_87 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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x_GLF_color = vec4<f32>(f32(x_78), f32(x_81), f32(x_84), f32(x_87));
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} else {
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let x_91 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_92 : f32 = f32(x_91);
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x_GLF_color = vec4<f32>(x_92, x_92, x_92, x_92);
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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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