161 lines
4.0 KiB
WebGPU Shading Language
161 lines
4.0 KiB
WebGPU Shading Language
struct UniformBuffer {
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@size(16)
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padding : u32,
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/* @offset(16) */
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unknownInput_S1_c0 : f32,
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/* @offset(32) */
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ucolorRed_S1_c0 : vec4<f32>,
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/* @offset(48) */
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ucolorGreen_S1_c0 : vec4<f32>,
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/* @offset(64) */
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umatrix_S1 : mat3x3<f32>,
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}
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@binding(0) @group(0) var<uniform> x_4 : UniformBuffer;
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var<private> sk_FragColor : vec4<f32>;
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var<private> sk_Clockwise : bool;
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var<private> vcolor_S0 : vec4<f32>;
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fn test_int_S1_c0_b() -> bool {
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var unknown : i32;
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var ok : bool;
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var val : vec4<i32>;
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var x_40 : bool;
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var x_41 : bool;
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var x_54 : bool;
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var x_55 : bool;
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var x_65 : bool;
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var x_66 : bool;
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let x_26 : f32 = x_4.unknownInput_S1_c0;
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let x_27 : i32 = i32(x_26);
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unknown = x_27;
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ok = true;
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x_41 = false;
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if (true) {
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x_40 = all(((vec4<i32>(0i, 0i, 0i, 0i) / vec4<i32>(x_27, x_27, x_27, x_27)) == vec4<i32>(0i, 0i, 0i, 0i)));
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x_41 = x_40;
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}
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ok = x_41;
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let x_44 : vec4<i32> = vec4<i32>(x_27, x_27, x_27, x_27);
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val = x_44;
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let x_47 : vec4<i32> = (x_44 + vec4<i32>(1i, 1i, 1i, 1i));
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val = x_47;
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let x_48 : vec4<i32> = (x_47 - vec4<i32>(1i, 1i, 1i, 1i));
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val = x_48;
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let x_49 : vec4<i32> = (x_48 + vec4<i32>(1i, 1i, 1i, 1i));
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val = x_49;
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let x_50 : vec4<i32> = (x_49 - vec4<i32>(1i, 1i, 1i, 1i));
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val = x_50;
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x_55 = false;
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if (x_41) {
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x_54 = all((x_50 == x_44));
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x_55 = x_54;
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}
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ok = x_55;
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let x_58 : vec4<i32> = (x_50 * vec4<i32>(2i, 2i, 2i, 2i));
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val = x_58;
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let x_59 : vec4<i32> = (x_58 / vec4<i32>(2i, 2i, 2i, 2i));
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val = x_59;
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let x_60 : vec4<i32> = (x_59 * vec4<i32>(2i, 2i, 2i, 2i));
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val = x_60;
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let x_61 : vec4<i32> = (x_60 / vec4<i32>(2i, 2i, 2i, 2i));
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val = x_61;
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x_66 = false;
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if (x_55) {
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x_65 = all((x_61 == x_44));
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x_66 = x_65;
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}
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ok = x_66;
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return x_66;
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}
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fn main_1() {
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var outputColor_S0 : vec4<f32>;
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var output_S1 : vec4<f32>;
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var x_8_unknown : f32;
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var x_9_ok : bool;
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var x_10_val : vec4<f32>;
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var x_116 : vec4<f32>;
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var x_86 : bool;
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var x_87 : bool;
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var x_99 : bool;
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var x_100 : bool;
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var x_110 : bool;
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var x_111 : bool;
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var x_114 : bool;
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var x_115 : bool;
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let x_72 : vec4<f32> = vcolor_S0;
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outputColor_S0 = x_72;
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let x_77 : f32 = x_4.unknownInput_S1_c0;
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x_8_unknown = x_77;
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x_9_ok = true;
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x_87 = false;
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if (true) {
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x_86 = all(((vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f) / vec4<f32>(x_77, x_77, x_77, x_77)) == vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f)));
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x_87 = x_86;
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}
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x_9_ok = x_87;
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let x_89 : vec4<f32> = vec4<f32>(x_77, x_77, x_77, x_77);
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x_10_val = x_89;
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let x_92 : vec4<f32> = (x_89 + vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
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x_10_val = x_92;
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let x_93 : vec4<f32> = (x_92 - vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
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x_10_val = x_93;
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let x_94 : vec4<f32> = (x_93 + vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
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x_10_val = x_94;
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let x_95 : vec4<f32> = (x_94 - vec4<f32>(1.0f, 1.0f, 1.0f, 1.0f));
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x_10_val = x_95;
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x_100 = false;
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if (x_87) {
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x_99 = all((x_95 == x_89));
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x_100 = x_99;
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}
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x_9_ok = x_100;
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let x_103 : vec4<f32> = (x_95 * vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
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x_10_val = x_103;
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let x_104 : vec4<f32> = (x_103 / vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
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x_10_val = x_104;
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let x_105 : vec4<f32> = (x_104 * vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
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x_10_val = x_105;
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let x_106 : vec4<f32> = (x_105 / vec4<f32>(2.0f, 2.0f, 2.0f, 2.0f));
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x_10_val = x_106;
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x_111 = false;
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if (x_100) {
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x_110 = all((x_106 == x_89));
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x_111 = x_110;
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}
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x_9_ok = x_111;
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x_115 = false;
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if (x_111) {
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x_114 = test_int_S1_c0_b();
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x_115 = x_114;
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}
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if (x_115) {
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let x_122 : vec4<f32> = x_4.ucolorGreen_S1_c0;
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x_116 = x_122;
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} else {
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let x_124 : vec4<f32> = x_4.ucolorRed_S1_c0;
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x_116 = x_124;
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}
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let x_125 : vec4<f32> = x_116;
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output_S1 = x_125;
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sk_FragColor = x_125;
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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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sk_FragColor_1 : vec4<f32>,
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}
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@fragment
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fn main(@builtin(front_facing) sk_Clockwise_param : bool, @location(0) vcolor_S0_param : vec4<f32>) -> main_out {
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sk_Clockwise = sk_Clockwise_param;
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vcolor_S0 = vcolor_S0_param;
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main_1();
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return main_out(sk_FragColor);
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}
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