363 lines
7.8 KiB
WebGPU Shading Language
363 lines
7.8 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_302 : i32 = *(f);
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k = x_302;
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let x_303 : i32 = *(f);
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i = x_303;
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let x_304 : i32 = *(mid);
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j = (x_304 + 1);
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loop {
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let x_310 : i32 = i;
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let x_311 : i32 = *(mid);
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let x_313 : i32 = j;
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let x_314 : i32 = *(to);
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if (((x_310 <= x_311) & (x_313 <= x_314))) {
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} else {
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break;
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}
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let x_318 : i32 = i;
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let x_320 : i32 = data[x_318];
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let x_321 : i32 = j;
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let x_323 : i32 = data[x_321];
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if ((x_320 < x_323)) {
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let x_328 : i32 = k;
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k = (x_328 + 1);
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let x_330 : i32 = i;
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i = (x_330 + 1);
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let x_333 : i32 = data[x_330];
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temp[x_328] = x_333;
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} else {
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let x_335 : i32 = k;
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k = (x_335 + 1);
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let x_337 : i32 = j;
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j = (x_337 + 1);
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let x_340 : i32 = data[x_337];
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temp[x_335] = x_340;
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}
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}
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loop {
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let x_346 : i32 = i;
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let x_348 : i32 = i;
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let x_349 : i32 = *(mid);
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if (((x_346 < 10) & (x_348 <= x_349))) {
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} else {
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break;
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}
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let x_353 : i32 = k;
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k = (x_353 + 1);
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let x_355 : i32 = i;
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i = (x_355 + 1);
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let x_358 : i32 = data[x_355];
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temp[x_353] = x_358;
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}
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let x_360 : i32 = *(f);
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i_1 = x_360;
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loop {
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let x_365 : i32 = i_1;
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let x_366 : i32 = *(to);
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if ((x_365 <= x_366)) {
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} else {
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break;
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}
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let x_369 : i32 = i_1;
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let x_370 : i32 = i_1;
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let x_372 : i32 = temp[x_370];
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data[x_369] = x_372;
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continuing {
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let x_374 : i32 = i_1;
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i_1 = (x_374 + 1);
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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 x_85 : i32;
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var x_86 : i32;
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var x_87 : i32;
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var x_88 : i32;
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var x_89 : i32;
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var x_90 : i32;
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var x_91 : i32;
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var x_92 : i32;
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var x_93 : i32;
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var x_94 : i32;
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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_96 : f32 = x_28.injectionSwitch.x;
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i_3 = i32(x_96);
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loop {
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let x_102 : i32 = i_3;
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switch(x_102) {
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case 9: {
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let x_132 : i32 = i_3;
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data[x_132] = -5;
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}
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case 8: {
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let x_130 : i32 = i_3;
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data[x_130] = -4;
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}
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case 7: {
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let x_128 : i32 = i_3;
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data[x_128] = -3;
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}
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case 6: {
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let x_126 : i32 = i_3;
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data[x_126] = -2;
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}
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case 5: {
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let x_124 : i32 = i_3;
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data[x_124] = -1;
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}
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case 4: {
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let x_122 : i32 = i_3;
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data[x_122] = 0;
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}
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case 3: {
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let x_120 : i32 = i_3;
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data[x_120] = 1;
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}
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case 2: {
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let x_118 : i32 = i_3;
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data[x_118] = 2;
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}
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case 1: {
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let x_116 : i32 = i_3;
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data[x_116] = 3;
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}
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case 0: {
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let x_114 : i32 = i_3;
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data[x_114] = 4;
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}
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default: {
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}
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}
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let x_134 : i32 = i_3;
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i_3 = (x_134 + 1);
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continuing {
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let x_136 : i32 = i_3;
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if ((x_136 < 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_142 : i32 = j_1;
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if ((x_142 < 10)) {
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} else {
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break;
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}
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let x_145 : i32 = j_1;
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let x_146 : i32 = j_1;
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let x_148 : i32 = data[x_146];
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temp[x_145] = x_148;
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continuing {
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let x_150 : i32 = j_1;
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j_1 = (x_150 + 1);
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}
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}
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x_94 = 0;
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x_93 = 9;
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x_92 = 1;
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loop {
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let x_156 : i32 = x_92;
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let x_157 : i32 = x_93;
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if ((x_156 <= x_157)) {
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} else {
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break;
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}
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let x_160 : i32 = x_94;
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x_91 = x_160;
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loop {
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let x_165 : i32 = x_91;
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let x_166 : i32 = x_93;
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if ((x_165 < x_166)) {
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} else {
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break;
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}
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let x_169 : i32 = x_91;
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x_90 = x_169;
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let x_170 : i32 = x_91;
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let x_171 : i32 = x_92;
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x_89 = ((x_170 + x_171) - 1);
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let x_174 : i32 = x_91;
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let x_175 : i32 = x_92;
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let x_179 : i32 = x_93;
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x_88 = min(((x_174 + (2 * x_175)) - 1), x_179);
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let x_181 : i32 = x_90;
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x_87 = x_181;
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let x_182 : i32 = x_89;
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x_86 = x_182;
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let x_183 : i32 = x_88;
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x_85 = x_183;
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merge_i1_i1_i1_(&(x_87), &(x_86), &(x_85));
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continuing {
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let x_185 : i32 = x_92;
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let x_187 : i32 = x_91;
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x_91 = (x_187 + (2 * x_185));
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}
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}
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continuing {
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let x_189 : i32 = x_92;
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x_92 = (2 * x_189);
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}
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}
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let x_193 : f32 = gl_FragCoord.y;
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if ((i32(x_193) < 30)) {
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let x_200 : i32 = data[0];
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grey = (0.5 + (f32(x_200) / 10.0));
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} else {
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let x_205 : f32 = gl_FragCoord.y;
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if ((i32(x_205) < 60)) {
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let x_212 : i32 = data[1];
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grey = (0.5 + (f32(x_212) / 10.0));
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} else {
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let x_217 : f32 = gl_FragCoord.y;
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if ((i32(x_217) < 90)) {
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let x_224 : i32 = data[2];
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grey = (0.5 + (f32(x_224) / 10.0));
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} else {
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let x_229 : f32 = gl_FragCoord.y;
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if ((i32(x_229) < 120)) {
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let x_236 : i32 = data[3];
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grey = (0.5 + (f32(x_236) / 10.0));
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} else {
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let x_241 : f32 = gl_FragCoord.y;
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if ((i32(x_241) < 150)) {
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discard;
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} else {
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let x_248 : f32 = gl_FragCoord.y;
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if ((i32(x_248) < 180)) {
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let x_255 : i32 = data[5];
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grey = (0.5 + (f32(x_255) / 10.0));
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} else {
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let x_260 : f32 = gl_FragCoord.y;
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if ((i32(x_260) < 210)) {
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let x_267 : i32 = data[6];
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grey = (0.5 + (f32(x_267) / 10.0));
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} else {
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let x_272 : f32 = gl_FragCoord.y;
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if ((i32(x_272) < 240)) {
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let x_279 : i32 = data[7];
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grey = (0.5 + (f32(x_279) / 10.0));
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} else {
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let x_284 : f32 = gl_FragCoord.y;
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if ((i32(x_284) < 270)) {
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let x_291 : i32 = data[8];
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grey = (0.5 + (f32(x_291) / 10.0));
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} else {
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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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let x_295 : f32 = grey;
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let x_296 : vec3<f32> = vec3<f32>(x_295, x_295, x_295);
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x_GLF_color = vec4<f32>(x_296.x, x_296.y, x_296.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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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_381 : i32 = m;
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let x_382 : i32 = high;
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if ((x_381 <= x_382)) {
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} else {
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break;
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}
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let x_385 : i32 = low;
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i_2 = x_385;
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loop {
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let x_390 : i32 = i_2;
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let x_391 : i32 = high;
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if ((x_390 < x_391)) {
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} else {
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break;
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}
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let x_394 : i32 = i_2;
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f_1 = x_394;
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let x_395 : i32 = i_2;
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let x_396 : i32 = m;
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mid_1 = ((x_395 + x_396) - 1);
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let x_399 : i32 = i_2;
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let x_400 : i32 = m;
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let x_404 : i32 = high;
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to_1 = min(((x_399 + (2 * x_400)) - 1), x_404);
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let x_406 : i32 = f_1;
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param = x_406;
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let x_407 : i32 = mid_1;
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param_1 = x_407;
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let x_408 : i32 = to_1;
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param_2 = x_408;
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merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
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continuing {
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let x_410 : i32 = m;
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let x_412 : i32 = i_2;
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i_2 = (x_412 + (2 * x_410));
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}
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}
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continuing {
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let x_414 : i32 = m;
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m = (2 * x_414);
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}
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}
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return;
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}
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