51 lines
1.1 KiB
WebGPU Shading Language
51 lines
1.1 KiB
WebGPU Shading Language
struct struct_base {
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data : i32,
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leftIndex : i32,
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rightIndex : i32,
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}
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struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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var<private> struct_array : array<struct_base, 3u>;
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@group(0) @binding(0) var<uniform> x_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var index : i32;
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struct_array = array<struct_base, 3u>(struct_base(1, 1, 1), struct_base(1, 1, 1), struct_base(1, 1, 1));
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index = 1;
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struct_array[1].rightIndex = 1;
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let x_39 : i32 = struct_array[1].leftIndex;
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if ((x_39 == 1)) {
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let x_45 : f32 = x_8.injectionSwitch.x;
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let x_48 : i32 = struct_array[i32(x_45)].rightIndex;
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index = x_48;
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} else {
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let x_50 : f32 = x_8.injectionSwitch.y;
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let x_53 : i32 = struct_array[i32(x_50)].leftIndex;
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index = x_53;
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}
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let x_55 : i32 = struct_array[1].leftIndex;
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if ((x_55 == 1)) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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}
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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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@stage(fragment)
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fn main() -> main_out {
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main_1();
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return main_out(x_GLF_color);
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}
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