108 lines
2.5 KiB
WebGPU Shading Language
108 lines
2.5 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, 5u>;
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struct buf0 {
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x_GLF_uniform_int_values : Arr,
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}
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@group(0) @binding(0) var<uniform> x_6 : 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 : i32;
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var b : i32;
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var i : i32;
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var i_1 : i32;
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var i_2 : i32;
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var indexable : array<i32, 2u>;
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let x_36 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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a = x_36;
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let x_38 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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b = x_38;
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let x_40 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_41 : f32 = f32(x_40);
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x_GLF_color = vec4<f32>(x_41, x_41, x_41, x_41);
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let x_44 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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i = x_44;
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loop {
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let x_49 : i32 = i;
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let x_51 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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if ((x_49 < x_51)) {
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} else {
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break;
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}
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let x_54 : i32 = i;
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let x_56 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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if ((x_54 > x_56)) {
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let x_60 : i32 = a;
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a = (x_60 + 1);
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if (false) {
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let x_65 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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i_1 = x_65;
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loop {
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let x_70 : i32 = i_1;
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let x_72 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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if ((x_70 < x_72)) {
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} else {
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break;
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}
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return;
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}
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}
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}
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continuing {
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let x_75 : i32 = i;
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i = (x_75 + 1);
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}
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}
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let x_78 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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i_2 = x_78;
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loop {
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let x_83 : i32 = i_2;
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let x_85 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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if ((x_83 < x_85)) {
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} else {
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break;
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}
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let x_89 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_91 : i32 = x_6.x_GLF_uniform_int_values[4].el;
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let x_93 : i32 = b;
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indexable = array<i32, 2u>(x_89, x_91);
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let x_95 : i32 = indexable[x_93];
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let x_96 : i32 = a;
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a = (x_96 + x_95);
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continuing {
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let x_98 : i32 = i_2;
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i_2 = (x_98 + 1);
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}
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}
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let x_100 : i32 = a;
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let x_102 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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if ((x_100 == x_102)) {
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let x_107 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_110 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_113 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_116 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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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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}
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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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