114 lines
2.5 KiB
WebGPU Shading Language
114 lines
2.5 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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type Arr = array<strided_arr, 3u>;
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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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type 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_7 : buf1;
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var<private> gl_FragCoord : vec4<f32>;
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@group(0) @binding(0) var<uniform> x_11 : 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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var i : i32;
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var j : i32;
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let x_36 : i32 = x_7.x_GLF_uniform_int_values[2].el;
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a = x_36;
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let x_38 : i32 = x_7.x_GLF_uniform_int_values[2].el;
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i = x_38;
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loop {
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let x_43 : i32 = i;
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let x_45 : i32 = x_7.x_GLF_uniform_int_values[0].el;
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if ((x_43 < x_45)) {
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} else {
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break;
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}
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let x_49 : i32 = x_7.x_GLF_uniform_int_values[2].el;
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j = x_49;
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loop {
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let x_54 : i32 = j;
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let x_56 : i32 = x_7.x_GLF_uniform_int_values[0].el;
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if ((x_54 < x_56)) {
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} else {
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break;
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}
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loop {
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let x_64 : i32 = x_7.x_GLF_uniform_int_values[1].el;
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a = x_64;
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let x_66 : f32 = gl_FragCoord.y;
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let x_68 : f32 = x_11.x_GLF_uniform_float_values[0].el;
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if ((x_66 < x_68)) {
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discard;
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}
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continuing {
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let x_72 : i32 = a;
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let x_74 : i32 = x_7.x_GLF_uniform_int_values[1].el;
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break if !(x_72 < x_74);
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}
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}
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let x_77 : f32 = gl_FragCoord.y;
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let x_79 : f32 = x_11.x_GLF_uniform_float_values[0].el;
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if ((x_77 < x_79)) {
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break;
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}
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continuing {
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let x_83 : i32 = j;
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j = (x_83 + 1);
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}
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}
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continuing {
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let x_85 : i32 = i;
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i = (x_85 + 1);
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}
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}
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let x_87 : i32 = a;
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let x_89 : i32 = x_7.x_GLF_uniform_int_values[1].el;
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if ((x_87 == x_89)) {
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let x_94 : i32 = a;
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let x_97 : i32 = x_7.x_GLF_uniform_int_values[2].el;
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let x_100 : i32 = x_7.x_GLF_uniform_int_values[2].el;
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let x_102 : i32 = a;
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x_GLF_color = vec4<f32>(f32(x_94), f32(x_97), f32(x_100), f32(x_102));
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} else {
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let x_106 : i32 = x_7.x_GLF_uniform_int_values[2].el;
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let x_107 : f32 = f32(x_106);
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x_GLF_color = vec4<f32>(x_107, x_107, x_107, x_107);
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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(@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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