105 lines
3.4 KiB
WebGPU Shading Language
105 lines
3.4 KiB
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, 4u>;
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struct buf1 {
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x_GLF_uniform_int_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 : f32,
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}
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alias Arr_1 = array<strided_arr_1, 1u>;
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struct buf0 {
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x_GLF_uniform_float_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_10 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var m0 : mat4x4<f32>;
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var c : i32;
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var m1 : mat4x4<f32>;
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let x_40 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_41 : f32 = f32(x_40);
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m0 = mat4x4<f32>(vec4<f32>(x_41, 0.0, 0.0, 0.0), vec4<f32>(0.0, x_41, 0.0, 0.0), vec4<f32>(0.0, 0.0, x_41, 0.0), vec4<f32>(0.0, 0.0, 0.0, x_41));
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let x_48 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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c = x_48;
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loop {
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let x_53 : i32 = c;
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let x_55 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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if ((x_53 < x_55)) {
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} else {
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break;
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}
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let x_58 : mat4x4<f32> = m0;
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m1 = x_58;
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let x_59 : i32 = c;
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let x_61 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_64 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_66 : f32 = x_10.x_GLF_uniform_float_values[0].el;
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m1[(x_59 % x_61)][x_64] = x_66;
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let x_68 : i32 = c;
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let x_70 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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let x_73 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_75 : f32 = x_10.x_GLF_uniform_float_values[0].el;
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m0[(x_68 % x_70)][x_73] = x_75;
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continuing {
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let x_77 : i32 = c;
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c = (x_77 + 1);
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}
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}
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let x_79 : mat4x4<f32> = m0;
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let x_81 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_84 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_87 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_90 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_93 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_96 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_99 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_102 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_105 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_108 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_111 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_114 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_117 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_120 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_123 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_126 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_132 : mat4x4<f32> = mat4x4<f32>(vec4<f32>(f32(x_81), f32(x_84), f32(x_87), f32(x_90)), vec4<f32>(f32(x_93), f32(x_96), f32(x_99), f32(x_102)), vec4<f32>(f32(x_105), f32(x_108), f32(x_111), f32(x_114)), vec4<f32>(f32(x_117), f32(x_120), f32(x_123), f32(x_126)));
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if ((((all((x_79[0u] == x_132[0u])) & all((x_79[1u] == x_132[1u]))) & all((x_79[2u] == x_132[2u]))) & all((x_79[3u] == x_132[3u])))) {
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let x_156 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_159 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_162 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_165 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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x_GLF_color = vec4<f32>(f32(x_156), f32(x_159), f32(x_162), f32(x_165));
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} else {
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let x_169 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_170 : f32 = f32(x_169);
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x_GLF_color = vec4<f32>(x_170, x_170, x_170, x_170);
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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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