321 lines
7.2 KiB
WebGPU Shading Language
321 lines
7.2 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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var<private> data : array<i32, 10u>;
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var<private> temp : array<i32, 10u>;
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@group(0) @binding(0) var<uniform> x_28 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn merge_i1_i1_i1_(f : ptr<function, i32>, mid : ptr<function, i32>, to : ptr<function, i32>) {
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var k : i32;
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var i : i32;
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var j : i32;
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var i_1 : i32;
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let x_262 : i32 = *(f);
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k = x_262;
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let x_263 : i32 = *(f);
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i = x_263;
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let x_264 : i32 = *(mid);
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j = (x_264 + 1);
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loop {
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let x_270 : i32 = i;
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let x_271 : i32 = *(mid);
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let x_273 : i32 = j;
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let x_274 : i32 = *(to);
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if (((x_270 <= x_271) & (x_273 <= x_274))) {
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} else {
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break;
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}
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let x_278 : i32 = i;
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let x_280 : i32 = data[x_278];
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let x_281 : i32 = j;
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let x_283 : i32 = data[x_281];
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if ((x_280 < x_283)) {
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let x_288 : i32 = k;
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k = (x_288 + 1);
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let x_290 : i32 = i;
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i = (x_290 + 1);
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let x_293 : i32 = data[x_290];
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temp[x_288] = x_293;
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} else {
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let x_295 : i32 = k;
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k = (x_295 + 1);
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let x_297 : i32 = j;
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j = (x_297 + 1);
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let x_300 : i32 = data[x_297];
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temp[x_295] = x_300;
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}
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}
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loop {
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let x_306 : i32 = i;
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let x_308 : i32 = i;
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let x_309 : i32 = *(mid);
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if (((x_306 < 10) & (x_308 <= x_309))) {
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} else {
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break;
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}
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let x_313 : i32 = k;
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k = (x_313 + 1);
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let x_315 : i32 = i;
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i = (x_315 + 1);
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let x_318 : i32 = data[x_315];
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temp[x_313] = x_318;
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}
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let x_320 : i32 = *(f);
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i_1 = x_320;
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loop {
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let x_325 : i32 = i_1;
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let x_326 : i32 = *(to);
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if ((x_325 <= x_326)) {
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} else {
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break;
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}
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let x_329 : i32 = i_1;
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let x_330 : i32 = i_1;
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let x_332 : i32 = temp[x_330];
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data[x_329] = x_332;
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continuing {
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let x_334 : i32 = i_1;
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i_1 = (x_334 + 1);
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}
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}
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return;
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}
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fn mergeSort_() {
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var low : i32;
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var high : i32;
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var m : i32;
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var i_2 : i32;
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var f_1 : i32;
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var mid_1 : i32;
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var to_1 : i32;
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var param : i32;
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var param_1 : i32;
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var param_2 : i32;
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low = 0;
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high = 9;
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m = 1;
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loop {
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let x_341 : i32 = m;
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let x_342 : i32 = high;
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if ((x_341 <= x_342)) {
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} else {
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break;
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}
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let x_345 : i32 = low;
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i_2 = x_345;
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loop {
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let x_350 : i32 = i_2;
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let x_351 : i32 = high;
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if ((x_350 < x_351)) {
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} else {
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break;
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}
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let x_354 : i32 = i_2;
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f_1 = x_354;
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let x_355 : i32 = i_2;
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let x_356 : i32 = m;
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mid_1 = ((x_355 + x_356) - 1);
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let x_359 : i32 = i_2;
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let x_360 : i32 = m;
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let x_364 : i32 = high;
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to_1 = min(((x_359 + (2 * x_360)) - 1), x_364);
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let x_366 : i32 = f_1;
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param = x_366;
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let x_367 : i32 = mid_1;
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param_1 = x_367;
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let x_368 : i32 = to_1;
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param_2 = x_368;
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merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
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continuing {
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let x_370 : i32 = m;
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let x_372 : i32 = i_2;
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i_2 = (x_372 + (2 * x_370));
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}
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}
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continuing {
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let x_374 : i32 = m;
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m = (2 * x_374);
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}
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}
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return;
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}
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fn main_1() {
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var i_3 : i32;
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var j_1 : i32;
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var grey : f32;
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let x_86 : f32 = x_28.injectionSwitch.x;
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i_3 = i32(x_86);
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loop {
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let x_92 : i32 = i_3;
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switch(x_92) {
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case 9: {
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let x_122 : i32 = i_3;
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data[x_122] = -5;
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}
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case 8: {
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let x_120 : i32 = i_3;
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data[x_120] = -4;
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}
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case 7: {
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let x_118 : i32 = i_3;
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data[x_118] = -3;
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}
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case 6: {
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let x_116 : i32 = i_3;
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data[x_116] = -2;
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}
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case 5: {
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let x_114 : i32 = i_3;
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data[x_114] = -1;
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}
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case 4: {
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let x_112 : i32 = i_3;
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data[x_112] = 0;
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}
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case 3: {
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let x_110 : i32 = i_3;
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data[x_110] = 1;
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}
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case 2: {
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let x_108 : i32 = i_3;
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data[x_108] = 2;
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}
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case 1: {
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let x_106 : i32 = i_3;
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data[x_106] = 3;
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}
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case 0: {
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let x_104 : i32 = i_3;
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data[x_104] = 4;
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}
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default: {
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}
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}
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let x_124 : i32 = i_3;
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i_3 = (x_124 + 1);
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continuing {
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let x_126 : i32 = i_3;
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if ((x_126 < 10)) {
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} else {
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break;
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}
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}
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}
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j_1 = 0;
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loop {
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let x_132 : i32 = j_1;
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let x_133 : bool = (x_132 < 10);
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let x_135 : f32 = x_28.injectionSwitch.x;
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if (!((x_135 <= 1.0))) {
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grey = 1.0;
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}
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if (x_133) {
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} else {
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break;
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}
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let x_140 : i32 = j_1;
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let x_141 : i32 = j_1;
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let x_143 : i32 = data[x_141];
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temp[x_140] = x_143;
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continuing {
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let x_145 : i32 = j_1;
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j_1 = (x_145 + 1);
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}
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}
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mergeSort_();
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let x_149 : f32 = gl_FragCoord.y;
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if ((i32(x_149) < 30)) {
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let x_156 : i32 = data[0];
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grey = (0.5 + (f32(x_156) / 10.0));
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} else {
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let x_161 : f32 = gl_FragCoord.y;
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if ((i32(x_161) < 60)) {
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let x_168 : i32 = data[1];
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grey = (0.5 + (f32(x_168) / 10.0));
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} else {
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let x_173 : f32 = gl_FragCoord.y;
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if ((i32(x_173) < 90)) {
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let x_180 : i32 = data[2];
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grey = (0.5 + (f32(x_180) / 10.0));
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} else {
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let x_185 : f32 = gl_FragCoord.y;
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if ((i32(x_185) < 120)) {
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let x_192 : i32 = data[3];
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grey = (0.5 + (f32(x_192) / 10.0));
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} else {
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let x_197 : f32 = gl_FragCoord.y;
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if ((i32(x_197) < 150)) {
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discard;
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} else {
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let x_204 : f32 = gl_FragCoord.y;
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if ((i32(x_204) < 180)) {
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let x_211 : i32 = data[5];
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grey = (0.5 + (f32(x_211) / 10.0));
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} else {
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let x_216 : f32 = gl_FragCoord.y;
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if ((i32(x_216) < 210)) {
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let x_223 : i32 = data[6];
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grey = (0.5 + (f32(x_223) / 10.0));
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} else {
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let x_228 : f32 = gl_FragCoord.y;
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if ((i32(x_228) < 240)) {
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let x_235 : i32 = data[7];
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grey = (0.5 + (f32(x_235) / 10.0));
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} else {
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let x_240 : f32 = gl_FragCoord.y;
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var guard233 : bool = true;
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if ((i32(x_240) < 270)) {
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let x_247 : i32 = data[8];
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grey = (0.5 + (f32(x_247) / 10.0));
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guard233 = false;
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} else {
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if (guard233) {
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let x_252 : f32 = x_28.injectionSwitch.y;
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if (!((0.0 < x_252))) {
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guard233 = false;
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}
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if (guard233) {
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discard;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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}
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let x_255 : f32 = grey;
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let x_256 : vec3<f32> = vec3<f32>(x_255, x_255, x_255);
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x_GLF_color = vec4<f32>(x_256.x, x_256.y, x_256.z, 1.0);
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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(@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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