197 lines
4.3 KiB
WebGPU Shading Language
197 lines
4.3 KiB
WebGPU Shading Language
struct buf0 {
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resolution : vec2<f32>,
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}
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@group(0) @binding(0) var<uniform> x_7 : 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 main_1() {
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var c : vec3<f32>;
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var x_51 : f32;
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var x_55 : f32;
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var x_56 : f32;
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var x_81 : f32;
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var x_82 : f32;
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var x_118 : f32;
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var x_119 : f32;
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var x_55_phi : f32;
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var x_58_phi : i32;
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var x_81_phi : f32;
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var x_82_phi : f32;
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var x_83_phi : bool;
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var x_85_phi : f32;
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var x_122_phi : f32;
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var x_129_phi : i32;
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c = vec3<f32>(7.0, 8.0, 9.0);
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let x_47 : f32 = x_7.resolution.x;
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let x_49 : f32 = round((x_47 * 0.125));
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x_51 = gl_FragCoord.x;
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switch(0u) {
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default: {
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x_55_phi = -0.5;
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x_58_phi = 1;
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loop {
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var x_68 : f32;
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var x_76 : f32;
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var x_59 : i32;
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var x_56_phi : f32;
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x_55 = x_55_phi;
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let x_58 : i32 = x_58_phi;
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x_81_phi = 0.0;
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x_82_phi = x_55;
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x_83_phi = false;
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if ((x_58 < 800)) {
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} else {
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break;
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}
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var x_75 : f32;
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var x_76_phi : f32;
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if (((x_58 % 32) == 0)) {
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x_68 = (x_55 + 0.400000006);
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x_56_phi = x_68;
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} else {
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x_76_phi = x_55;
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if (((f32(x_58) - (round(x_49) * floor((f32(x_58) / round(x_49))))) <= 0.01)) {
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x_75 = (x_55 + 100.0);
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x_76_phi = x_75;
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}
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x_76 = x_76_phi;
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x_56_phi = x_76;
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}
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x_56 = x_56_phi;
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if ((f32(x_58) >= x_51)) {
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x_81_phi = x_56;
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x_82_phi = x_56;
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x_83_phi = true;
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break;
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}
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continuing {
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x_59 = (x_58 + 1);
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x_55_phi = x_56;
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x_58_phi = x_59;
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}
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}
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x_81 = x_81_phi;
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x_82 = x_82_phi;
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let x_83 : bool = x_83_phi;
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x_85_phi = x_81;
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if (x_83) {
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break;
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}
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x_85_phi = x_82;
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}
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}
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var x_88 : f32;
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var x_92 : f32;
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var x_93 : f32;
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var x_92_phi : f32;
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var x_95_phi : i32;
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var x_118_phi : f32;
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var x_119_phi : f32;
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var x_120_phi : bool;
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let x_85 : f32 = x_85_phi;
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c.x = x_85;
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x_88 = gl_FragCoord.y;
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switch(0u) {
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default: {
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x_92_phi = -0.5;
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x_95_phi = 1;
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loop {
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var x_105 : f32;
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var x_113 : f32;
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var x_96 : i32;
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var x_93_phi : f32;
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x_92 = x_92_phi;
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let x_95 : i32 = x_95_phi;
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x_118_phi = 0.0;
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x_119_phi = x_92;
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x_120_phi = false;
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if ((x_95 < 800)) {
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} else {
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break;
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}
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var x_112 : f32;
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var x_113_phi : f32;
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if (((x_95 % 32) == 0)) {
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x_105 = (x_92 + 0.400000006);
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x_93_phi = x_105;
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} else {
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x_113_phi = x_92;
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if (((f32(x_95) - (round(x_49) * floor((f32(x_95) / round(x_49))))) <= 0.01)) {
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x_112 = (x_92 + 100.0);
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x_113_phi = x_112;
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}
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x_113 = x_113_phi;
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x_93_phi = x_113;
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}
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x_93 = x_93_phi;
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if ((f32(x_95) >= x_88)) {
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x_118_phi = x_93;
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x_119_phi = x_93;
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x_120_phi = true;
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break;
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}
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continuing {
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x_96 = (x_95 + 1);
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x_92_phi = x_93;
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x_95_phi = x_96;
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}
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}
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x_118 = x_118_phi;
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x_119 = x_119_phi;
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let x_120 : bool = x_120_phi;
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x_122_phi = x_118;
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if (x_120) {
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break;
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}
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x_122_phi = x_119;
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}
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}
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let x_122 : f32 = x_122_phi;
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c.y = x_122;
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let x_124 : f32 = c.x;
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let x_125 : f32 = c.y;
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c.z = (x_124 + x_125);
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x_129_phi = 0;
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loop {
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var x_130 : i32;
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let x_129 : i32 = x_129_phi;
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if ((x_129 < 3)) {
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} else {
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break;
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}
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let x_136 : f32 = c[x_129];
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if ((x_136 >= 1.0)) {
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let x_140 : f32 = c[x_129];
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let x_141 : f32 = c[x_129];
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c[x_129] = (x_140 * x_141);
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}
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continuing {
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x_130 = (x_129 + 1);
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x_129_phi = x_130;
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}
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}
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let x_143 : vec3<f32> = c;
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let x_145 : vec3<f32> = normalize(abs(x_143));
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x_GLF_color = vec4<f32>(x_145.x, x_145.y, x_145.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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