93 lines
1.7 KiB
WebGPU Shading Language
93 lines
1.7 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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var<private> x_GLF_color : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_7 : buf0;
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var<private> gl_FragCoord : vec4<f32>;
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fn main_1() {
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var i : i32;
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var i_1 : i32;
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var i_2 : i32;
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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i = 0;
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let x_35 : f32 = x_7.injectionSwitch.y;
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if ((x_35 < 0.0)) {
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} else {
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var x_42 : bool;
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let x_41 : f32 = gl_FragCoord.y;
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x_42 = (x_41 < -1.0);
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if (x_42) {
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} else {
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loop {
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let x_50 : i32 = i;
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if ((x_50 >= 256)) {
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break;
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}
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loop {
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i_1 = 0;
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loop {
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let x_58 : i32 = i_1;
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if ((x_58 < 1)) {
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} else {
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break;
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}
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if (x_42) {
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i_2 = 0;
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loop {
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let x_66 : i32 = i_2;
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if ((x_66 < 1)) {
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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_70 : i32 = i_2;
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i_2 = (x_70 + 1);
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}
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}
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continue;
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}
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return;
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continuing {
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let x_72 : i32 = i_1;
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i_1 = (x_72 + 1);
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}
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}
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continuing {
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if (false) {
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} else {
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break;
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}
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}
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}
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continuing {
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if (false) {
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} else {
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break;
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}
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}
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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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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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