256 lines
6.1 KiB
WebGPU Shading Language
256 lines
6.1 KiB
WebGPU Shading Language
struct QuicksortObject {
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numbers : array<i32, 10u>,
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}
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struct buf0 {
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resolution : vec2<f32>,
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}
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var<private> obj : QuicksortObject;
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var<private> gl_FragCoord : vec4<f32>;
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@group(0) @binding(0) var<uniform> x_32 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>, x_228 : mat3x3<f32>) {
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var temp : i32;
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let x_230 : i32 = *(i);
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let x_232 : i32 = obj.numbers[x_230];
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temp = x_232;
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let x_233 : i32 = *(i);
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let x_234 : i32 = *(j);
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let x_236 : i32 = obj.numbers[x_234];
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obj.numbers[x_233] = x_236;
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let x_238 : i32 = *(j);
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let x_239 : i32 = temp;
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obj.numbers[x_238] = x_239;
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return;
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}
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fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
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var pivot : i32;
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var i_1 : i32;
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var j_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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var param_3 : i32;
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let x_242 : i32 = *(h);
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let x_244 : i32 = obj.numbers[x_242];
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pivot = x_244;
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let x_245 : i32 = *(l);
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i_1 = (x_245 - 1);
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let x_247 : i32 = *(l);
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j_1 = x_247;
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loop {
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let x_252 : i32 = j_1;
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let x_253 : i32 = *(h);
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if ((x_252 <= (x_253 - 1))) {
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} else {
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break;
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}
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let x_257 : i32 = j_1;
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let x_259 : i32 = obj.numbers[x_257];
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let x_260 : i32 = pivot;
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if ((x_259 <= x_260)) {
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let x_264 : i32 = i_1;
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i_1 = (x_264 + 1);
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let x_266 : i32 = i_1;
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param = x_266;
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let x_267 : i32 = j_1;
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param_1 = x_267;
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swap_i1_i1_(&(param), &(param_1), mat3x3<f32>(vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0)));
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}
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continuing {
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let x_269 : i32 = j_1;
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j_1 = (x_269 + 1);
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}
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}
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let x_271 : i32 = i_1;
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i_1 = (x_271 + 1);
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let x_273 : i32 = i_1;
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param_2 = x_273;
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let x_274 : i32 = *(h);
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param_3 = x_274;
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swap_i1_i1_(&(param_2), &(param_3), mat3x3<f32>(vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0)));
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let x_276 : i32 = i_1;
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return x_276;
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}
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fn quicksort_() {
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var l_1 : i32;
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var h_1 : i32;
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var top : i32;
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var stack : array<i32, 10u>;
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var p : i32;
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var param_4 : i32;
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var param_5 : i32;
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l_1 = 0;
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h_1 = 9;
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top = -1;
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let x_278 : i32 = top;
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let x_279 : i32 = (x_278 + 1);
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top = x_279;
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let x_280 : i32 = l_1;
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stack[x_279] = x_280;
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let x_282 : i32 = top;
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let x_283 : i32 = (x_282 + 1);
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top = x_283;
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let x_284 : i32 = h_1;
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stack[x_283] = x_284;
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loop {
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let x_290 : i32 = top;
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if ((x_290 >= 0)) {
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} else {
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break;
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}
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let x_293 : i32 = top;
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top = (x_293 - 1);
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let x_296 : i32 = stack[x_293];
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h_1 = x_296;
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let x_297 : i32 = top;
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top = (x_297 - 1);
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let x_300 : i32 = stack[x_297];
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l_1 = x_300;
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let x_301 : i32 = l_1;
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param_4 = x_301;
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let x_302 : i32 = h_1;
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param_5 = x_302;
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let x_303 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
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p = x_303;
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let x_304 : i32 = p;
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let x_306 : i32 = l_1;
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if (((x_304 - 1) > x_306)) {
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let x_310 : i32 = top;
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let x_311 : i32 = (x_310 + 1);
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top = x_311;
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let x_312 : i32 = l_1;
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stack[x_311] = x_312;
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let x_314 : i32 = top;
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let x_315 : i32 = (x_314 + 1);
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top = x_315;
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let x_316 : i32 = p;
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stack[x_315] = (x_316 - 1);
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}
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let x_319 : i32 = p;
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let x_321 : i32 = h_1;
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if (((x_319 + 1) < x_321)) {
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let x_325 : i32 = top;
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let x_326 : i32 = (x_325 + 1);
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top = x_326;
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let x_327 : i32 = p;
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stack[x_326] = (x_327 + 1);
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let x_330 : i32 = top;
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let x_331 : i32 = (x_330 + 1);
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top = x_331;
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let x_332 : i32 = h_1;
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stack[x_331] = x_332;
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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_2 : i32;
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var uv : vec2<f32>;
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var color : vec3<f32>;
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i_2 = 0;
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loop {
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let x_89 : i32 = i_2;
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if ((x_89 < 10)) {
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} else {
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break;
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}
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let x_92 : i32 = i_2;
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let x_93 : i32 = i_2;
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obj.numbers[x_92] = (10 - x_93);
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let x_96 : i32 = i_2;
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let x_97 : i32 = i_2;
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let x_99 : i32 = obj.numbers[x_97];
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let x_100 : i32 = i_2;
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let x_102 : i32 = obj.numbers[x_100];
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obj.numbers[x_96] = (x_99 * x_102);
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continuing {
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let x_105 : i32 = i_2;
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i_2 = (x_105 + 1);
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}
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}
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quicksort_();
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let x_108 : vec4<f32> = gl_FragCoord;
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let x_111 : vec2<f32> = x_32.resolution;
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uv = (vec2<f32>(x_108.x, x_108.y) / x_111);
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color = vec3<f32>(1.0, 2.0, 3.0);
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let x_114 : i32 = obj.numbers[0];
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let x_117 : f32 = color.x;
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color.x = (x_117 + f32(x_114));
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let x_121 : f32 = uv.x;
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if ((x_121 > 0.25)) {
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let x_126 : i32 = obj.numbers[1];
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let x_129 : f32 = color.x;
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color.x = (x_129 + f32(x_126));
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}
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let x_133 : f32 = uv.x;
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if ((x_133 > 0.5)) {
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let x_138 : i32 = obj.numbers[2];
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let x_141 : f32 = color.y;
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color.y = (x_141 + f32(x_138));
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}
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let x_145 : f32 = uv.x;
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if ((x_145 > 0.75)) {
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let x_150 : i32 = obj.numbers[3];
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let x_153 : f32 = color.z;
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color.z = (x_153 + f32(x_150));
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}
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let x_157 : i32 = obj.numbers[4];
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let x_160 : f32 = color.y;
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color.y = (x_160 + f32(x_157));
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let x_164 : f32 = uv.y;
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if ((x_164 > 0.25)) {
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let x_169 : i32 = obj.numbers[5];
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let x_172 : f32 = color.x;
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color.x = (x_172 + f32(x_169));
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}
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let x_176 : f32 = uv.y;
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if ((x_176 > 0.5)) {
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let x_181 : i32 = obj.numbers[6];
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let x_184 : f32 = color.y;
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color.y = (x_184 + f32(x_181));
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}
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let x_188 : f32 = uv.y;
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if ((x_188 > 0.75)) {
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let x_193 : i32 = obj.numbers[7];
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let x_196 : f32 = color.z;
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color.z = (x_196 + f32(x_193));
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}
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let x_200 : i32 = obj.numbers[8];
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let x_203 : f32 = color.z;
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color.z = (x_203 + f32(x_200));
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let x_207 : f32 = uv.x;
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let x_209 : f32 = uv.y;
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if ((abs((x_207 - x_209)) < 0.25)) {
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let x_216 : i32 = obj.numbers[9];
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let x_219 : f32 = color.x;
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color.x = (x_219 + f32(x_216));
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}
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let x_222 : vec3<f32> = color;
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let x_223 : vec3<f32> = normalize(x_222);
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x_GLF_color = vec4<f32>(x_223.x, x_223.y, x_223.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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