80 lines
1.6 KiB
WebGPU Shading Language
80 lines
1.6 KiB
WebGPU Shading Language
[[block]]
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struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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[[group(0), binding(0)]] var<uniform> x_7 : buf0;
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var<private> gv : f32;
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var<private> gl_FragCoord : vec4<f32>;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var lv : f32;
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var x_43 : f32;
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var GLF_live5r : i32;
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var GLF_live5_looplimiter6 : i32;
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let x_45 : f32 = x_7.injectionSwitch.y;
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if ((1.0 > x_45)) {
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let x_50 : f32 = gv;
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x_43 = abs(x_50);
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} else {
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x_43 = 260.0;
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}
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let x_52 : f32 = x_43;
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lv = x_52;
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let x_53 : f32 = lv;
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if ((i32(x_53) < 250)) {
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let x_58 : f32 = lv;
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if ((i32(x_58) < 180)) {
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let x_64 : f32 = lv;
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let x_65 : f32 = clamp(x_64, 1.0, 1.0);
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} else {
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let x_67 : f32 = gl_FragCoord.y;
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if ((x_67 < 0.0)) {
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let x_71 : f32 = lv;
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if ((i32(x_71) < 210)) {
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loop {
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continuing {
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if (true) {
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} else {
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break;
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}
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}
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}
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}
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GLF_live5r = 0;
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loop {
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if (true) {
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} else {
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break;
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}
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let x_11 : i32 = GLF_live5_looplimiter6;
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if ((x_11 >= 6)) {
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break;
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}
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let x_12 : i32 = GLF_live5_looplimiter6;
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GLF_live5_looplimiter6 = (x_12 + 1);
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}
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}
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}
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}
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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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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