87 lines
2.2 KiB
WebGPU Shading Language
87 lines
2.2 KiB
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : f32,
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}
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alias Arr = array<strided_arr, 3u>;
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struct buf1 {
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x_GLF_uniform_float_values : Arr,
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}
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struct strided_arr_1 {
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@size(16)
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el : i32,
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}
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alias Arr_1 = array<strided_arr_1, 3u>;
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struct buf0 {
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x_GLF_uniform_int_values : Arr_1,
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}
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@group(0) @binding(1) var<uniform> x_6 : buf1;
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@group(0) @binding(0) var<uniform> x_9 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var A1 : array<f32, 3u>;
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var a : i32;
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var b : f32;
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var c : bool;
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var x_36 : bool;
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let x_38 : f32 = x_6.x_GLF_uniform_float_values[2].el;
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let x_40 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_42 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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A1 = array<f32, 3u>(x_38, x_40, x_42);
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let x_45 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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let x_47 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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let x_49 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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a = clamp(x_45, x_47, x_49);
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let x_51 : i32 = a;
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let x_53 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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let x_55 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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let x_58 : f32 = A1[clamp(x_51, x_53, x_55)];
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b = x_58;
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let x_59 : f32 = b;
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let x_61 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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let x_63 : f32 = A1[x_61];
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if ((x_59 < x_63)) {
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let x_69 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_71 : f32 = x_6.x_GLF_uniform_float_values[2].el;
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x_36 = (x_69 > x_71);
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} else {
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let x_74 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_76 : i32 = x_9.x_GLF_uniform_int_values[2].el;
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let x_78 : f32 = A1[x_76];
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x_36 = (x_74 < x_78);
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}
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let x_80 : bool = x_36;
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c = x_80;
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let x_81 : bool = c;
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if (x_81) {
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let x_86 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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let x_89 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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let x_92 : i32 = x_9.x_GLF_uniform_int_values[1].el;
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let x_95 : i32 = x_9.x_GLF_uniform_int_values[0].el;
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x_GLF_color = vec4<f32>(f32(x_86), f32(x_89), f32(x_92), f32(x_95));
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} else {
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let x_99 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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x_GLF_color = vec4<f32>(x_99, x_99, x_99, x_99);
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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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@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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