50 lines
1.2 KiB
WebGPU Shading Language
50 lines
1.2 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<i32, 2>;
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[[block]]
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struct buf0 {
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x_GLF_uniform_int_values : Arr;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_7 : 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_28 : f32 = gl_FragCoord.x;
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a = i32(x_28);
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let x_30 : i32 = a;
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if ((~(x_30) < 0)) {
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let x_36 : i32 = x_7.x_GLF_uniform_int_values[1];
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a = x_36;
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}
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let x_37 : i32 = a;
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let x_39 : i32 = x_7.x_GLF_uniform_int_values[1];
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if ((x_37 == x_39)) {
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let x_45 : i32 = x_7.x_GLF_uniform_int_values[1];
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let x_48 : i32 = x_7.x_GLF_uniform_int_values[0];
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let x_51 : i32 = x_7.x_GLF_uniform_int_values[0];
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let x_54 : i32 = x_7.x_GLF_uniform_int_values[1];
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x_GLF_color = vec4<f32>(f32(x_45), f32(x_48), f32(x_51), f32(x_54));
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} else {
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let x_58 : i32 = x_7.x_GLF_uniform_int_values[0];
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let x_59 : f32 = f32(x_58);
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x_GLF_color = vec4<f32>(x_59, x_59, x_59, x_59);
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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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