70 lines
2.0 KiB
WebGPU Shading Language
70 lines
2.0 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<i32, 2>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_int_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<f32, 4>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_float_values : Arr_1;
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};
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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[[group(0), binding(1)]] var<uniform> x_9 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var a : i32;
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var v : vec4<f32>;
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var m : mat3x4<f32>;
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var indexable : mat4x4<f32>;
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let x_44 : i32 = x_6.x_GLF_uniform_int_values[0];
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a = x_44;
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let x_46 : f32 = x_9.x_GLF_uniform_float_values[2];
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v = vec4<f32>(x_46, x_46, x_46, x_46);
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let x_49 : f32 = x_9.x_GLF_uniform_float_values[3];
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m = mat3x4<f32>(vec4<f32>(x_49, 0.0, 0.0, 0.0), vec4<f32>(0.0, x_49, 0.0, 0.0), vec4<f32>(0.0, 0.0, x_49, 0.0));
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let x_54 : i32 = a;
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let x_55 : i32 = a;
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let x_57 : f32 = x_9.x_GLF_uniform_float_values[0];
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m[x_54][x_55] = x_57;
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let x_59 : i32 = a;
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let x_60 : mat3x4<f32> = m;
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let x_78 : i32 = a;
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let x_79 : i32 = a;
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indexable = mat4x4<f32>(vec4<f32>(x_60[0u].x, x_60[0u].y, x_60[0u].z, x_60[0u].w), vec4<f32>(x_60[1u].x, x_60[1u].y, x_60[1u].z, x_60[1u].w), vec4<f32>(x_60[2u].x, x_60[2u].y, x_60[2u].z, x_60[2u].w), vec4<f32>(0.0, 0.0, 0.0, 1.0));
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let x_81 : f32 = indexable[x_78][x_79];
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let x_83 : f32 = v[x_59];
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v[x_59] = (x_83 + x_81);
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let x_87 : f32 = v.y;
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let x_89 : f32 = x_9.x_GLF_uniform_float_values[1];
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if ((x_87 == x_89)) {
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let x_95 : i32 = x_6.x_GLF_uniform_int_values[0];
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let x_98 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_101 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_104 : i32 = x_6.x_GLF_uniform_int_values[0];
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x_GLF_color = vec4<f32>(f32(x_95), f32(x_98), f32(x_101), f32(x_104));
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} else {
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let x_108 : i32 = x_6.x_GLF_uniform_int_values[1];
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let x_109 : f32 = f32(x_108);
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x_GLF_color = vec4<f32>(x_109, x_109, x_109, x_109);
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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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