134 lines
3.4 KiB
WebGPU Shading Language
134 lines
3.4 KiB
WebGPU Shading Language
[[block]]
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struct buf2 {
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one : f32;
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};
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type Arr = [[stride(16)]] array<f32, 1>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<i32, 4>;
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[[block]]
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1;
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};
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var<private> m : mat4x2<f32>;
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[[group(0), binding(2)]] var<uniform> x_10 : buf2;
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[[group(0), binding(0)]] var<uniform> x_12 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(1)]] var<uniform> x_16 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn func0_i1_(x : ptr<function, i32>) {
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var i : i32;
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var x_137 : bool;
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var x_138 : bool;
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var x_138_phi : bool;
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var x_139_phi : bool;
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let x_124 : i32 = *(x);
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let x_125 : bool = (x_124 < 1);
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x_139_phi = x_125;
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if (!(x_125)) {
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let x_129 : i32 = *(x);
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let x_130 : bool = (x_129 > 1);
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x_138_phi = x_130;
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if (x_130) {
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let x_134 : f32 = x_10.one;
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let x_136 : f32 = x_12.x_GLF_uniform_float_values[0];
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x_137 = (x_134 > x_136);
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x_138_phi = x_137;
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}
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x_138 = x_138_phi;
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x_139_phi = x_138;
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}
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let x_139 : bool = x_139_phi;
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if (x_139) {
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return;
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}
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let x_143 : f32 = x_10.one;
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let x_145 : f32 = x_12.x_GLF_uniform_float_values[0];
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if ((x_143 == x_145)) {
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i = 0;
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loop {
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let x_150 : i32 = i;
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if ((x_150 < 2)) {
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} else {
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break;
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}
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continuing {
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let x_154 : i32 = *(x);
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let x_155 : i32 = clamp(x_154, 0, 3);
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let x_156 : i32 = i;
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let x_158 : f32 = x_12.x_GLF_uniform_float_values[0];
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let x_160 : f32 = m[x_155][x_156];
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m[x_155][x_156] = (x_160 + x_158);
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let x_163 : i32 = i;
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i = (x_163 + 1);
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}
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}
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}
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return;
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}
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fn func1_() {
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var param : i32;
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let x_167 : f32 = gl_FragCoord.y;
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if ((x_167 < 0.0)) {
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return;
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}
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param = 1;
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func0_i1_(&(param));
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return;
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}
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fn main_1() {
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m = mat4x2<f32>(vec2<f32>(0.0, 0.0), vec2<f32>(0.0, 0.0), vec2<f32>(0.0, 0.0), vec2<f32>(0.0, 0.0));
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func1_();
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func1_();
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let x_54 : mat4x2<f32> = m;
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let x_56 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_59 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_62 : i32 = x_16.x_GLF_uniform_int_values[1];
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let x_65 : i32 = x_16.x_GLF_uniform_int_values[1];
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let x_68 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_71 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_74 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_77 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_83 : mat4x2<f32> = mat4x2<f32>(vec2<f32>(f32(x_56), f32(x_59)), vec2<f32>(f32(x_62), f32(x_65)), vec2<f32>(f32(x_68), f32(x_71)), vec2<f32>(f32(x_74), f32(x_77)));
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if ((((all((x_54[0u] == x_83[0u])) & all((x_54[1u] == x_83[1u]))) & all((x_54[2u] == x_83[2u]))) & all((x_54[3u] == x_83[3u])))) {
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let x_107 : i32 = x_16.x_GLF_uniform_int_values[3];
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let x_110 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_113 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_116 : i32 = x_16.x_GLF_uniform_int_values[3];
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x_GLF_color = vec4<f32>(f32(x_107), f32(x_110), f32(x_113), f32(x_116));
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} else {
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let x_120 : i32 = x_16.x_GLF_uniform_int_values[0];
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let x_121 : f32 = f32(x_120);
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x_GLF_color = vec4<f32>(x_121, x_121, x_121, x_121);
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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([[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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