47 lines
1011 B
WebGPU Shading Language
47 lines
1011 B
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : i32,
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}
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alias Arr = array<strided_arr, 2u>;
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struct buf0 {
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x_GLF_uniform_int_values : Arr,
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}
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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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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let x_24 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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let x_26 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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a = max(x_24, max(x_26, 1));
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let x_29 : i32 = a;
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let x_31 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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if ((x_29 == x_31)) {
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let x_36 : i32 = a;
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let x_39 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_42 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_44 : i32 = a;
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x_GLF_color = vec4<f32>(f32(x_36), f32(x_39), f32(x_42), f32(x_44));
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} else {
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let x_47 : i32 = a;
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let x_48 : f32 = f32(x_47);
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x_GLF_color = vec4<f32>(x_48, x_48, x_48, x_48);
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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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