114 lines
2.1 KiB
WebGPU Shading Language
114 lines
2.1 KiB
WebGPU Shading Language
var<private> data : array<i32, 9u>;
|
|
|
|
var<private> gl_FragCoord : vec4<f32>;
|
|
|
|
var<private> temp : array<i32, 7u>;
|
|
|
|
var<private> x_GLF_color : vec4<f32>;
|
|
|
|
fn func_i1_(a : ptr<function, i32>) -> f32 {
|
|
var b : i32;
|
|
var i : i32;
|
|
var x_115 : bool;
|
|
var x_116_phi : bool;
|
|
b = 0;
|
|
data[0] = 5;
|
|
data[2] = 0;
|
|
data[4] = 0;
|
|
data[6] = 0;
|
|
data[8] = 0;
|
|
let x_71 : f32 = gl_FragCoord.x;
|
|
if ((x_71 >= 0.0)) {
|
|
loop {
|
|
let x_79 : i32 = b;
|
|
let x_80 : i32 = *(a);
|
|
if ((x_79 <= x_80)) {
|
|
} else {
|
|
break;
|
|
}
|
|
let x_83 : i32 = b;
|
|
if ((x_83 <= 5)) {
|
|
let x_87 : i32 = b;
|
|
let x_88 : i32 = b;
|
|
let x_90 : i32 = data[x_88];
|
|
temp[x_87] = x_90;
|
|
let x_92 : i32 = b;
|
|
b = (x_92 + 2);
|
|
}
|
|
}
|
|
}
|
|
i = 0;
|
|
loop {
|
|
let x_98 : i32 = i;
|
|
if ((x_98 < 3)) {
|
|
} else {
|
|
break;
|
|
}
|
|
let x_101 : i32 = i;
|
|
let x_103 : i32 = temp[0];
|
|
data[x_101] = (x_103 + 1);
|
|
|
|
continuing {
|
|
let x_106 : i32 = i;
|
|
i = (x_106 + 1);
|
|
}
|
|
}
|
|
let x_109 : i32 = temp[0];
|
|
let x_110 : bool = (x_109 == 5);
|
|
x_116_phi = x_110;
|
|
if (x_110) {
|
|
let x_114 : i32 = data[0];
|
|
x_115 = (x_114 == 6);
|
|
x_116_phi = x_115;
|
|
}
|
|
let x_116 : bool = x_116_phi;
|
|
if (x_116) {
|
|
return 1.0;
|
|
} else {
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
fn main_1() {
|
|
var i_1 : i32;
|
|
var param : i32;
|
|
var param_1 : i32;
|
|
i_1 = 0;
|
|
loop {
|
|
let x_51 : i32 = i_1;
|
|
if ((x_51 < 6)) {
|
|
} else {
|
|
break;
|
|
}
|
|
let x_54 : i32 = i_1;
|
|
param = x_54;
|
|
let x_55 : f32 = func_i1_(&(param));
|
|
let x_56 : i32 = i_1;
|
|
param_1 = x_56;
|
|
let x_57 : f32 = func_i1_(&(param_1));
|
|
if ((x_57 == 1.0)) {
|
|
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
|
} else {
|
|
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
|
|
continuing {
|
|
let x_62 : i32 = i_1;
|
|
i_1 = (x_62 + 1);
|
|
}
|
|
}
|
|
return;
|
|
}
|
|
|
|
struct main_out {
|
|
@location(0)
|
|
x_GLF_color_1 : vec4<f32>,
|
|
}
|
|
|
|
@fragment
|
|
fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
|
|
gl_FragCoord = gl_FragCoord_param;
|
|
main_1();
|
|
return main_out(x_GLF_color);
|
|
}
|