159 lines
4.0 KiB
WebGPU Shading Language
159 lines
4.0 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, 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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type Arr_1 = array<strided_arr_1, 3u>;
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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_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var sums : array<f32, 2u>;
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var a : i32;
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var b : i32;
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var c : i32;
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var d : i32;
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var indexable : mat2x2<f32>;
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var indexable_1 : mat2x2<f32>;
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var x_158 : bool;
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var x_159_phi : bool;
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let x_16 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_85 : f32 = x_8.x_GLF_uniform_float_values[0].el;
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sums[x_16] = -(x_85);
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let x_18 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_90 : f32 = x_8.x_GLF_uniform_float_values[0].el;
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sums[x_18] = -(x_90);
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let x_19 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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a = x_19;
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loop {
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let x_20 : i32 = a;
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let x_21 : i32 = x_6.x_GLF_uniform_int_values[0].el;
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if ((x_20 < x_21)) {
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} else {
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break;
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}
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let x_22 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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b = x_22;
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loop {
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let x_23 : i32 = b;
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let x_24 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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if ((x_23 < x_24)) {
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} else {
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break;
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}
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let x_25 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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c = x_25;
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loop {
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let x_26 : i32 = c;
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let x_27 : i32 = a;
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if ((x_26 <= x_27)) {
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} else {
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break;
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}
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let x_28 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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d = x_28;
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loop {
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let x_29 : i32 = d;
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let x_30 : i32 = x_6.x_GLF_uniform_int_values[3].el;
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if ((x_29 < x_30)) {
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} else {
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break;
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}
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let x_31 : i32 = a;
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let x_32 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_125 : f32 = f32(x_32);
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let x_33 : i32 = c;
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let x_34 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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indexable = mat2x2<f32>(vec2<f32>(x_125, 0.0), vec2<f32>(0.0, x_125));
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let x_131 : f32 = indexable[x_33][x_34];
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sums[x_31] = x_131;
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let x_35 : i32 = a;
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let x_36 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_134 : f32 = f32(x_36);
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let x_37 : i32 = c;
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let x_38 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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indexable_1 = mat2x2<f32>(vec2<f32>(x_134, 0.0), vec2<f32>(0.0, x_134));
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let x_140 : f32 = indexable_1[x_37][x_38];
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let x_142 : f32 = sums[x_35];
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sums[x_35] = (x_142 + x_140);
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continuing {
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let x_39 : i32 = d;
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d = (x_39 + 1);
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}
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}
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continuing {
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let x_41 : i32 = c;
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c = (x_41 + 1);
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}
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}
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continuing {
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let x_43 : i32 = b;
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b = (x_43 + 1);
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}
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}
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continuing {
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let x_45 : i32 = a;
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a = (x_45 + 1);
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}
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}
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let x_47 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_147 : f32 = sums[x_47];
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let x_149 : f32 = x_8.x_GLF_uniform_float_values[1].el;
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let x_150 : bool = (x_147 == x_149);
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x_159_phi = x_150;
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if (x_150) {
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let x_48 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_155 : f32 = sums[x_48];
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let x_157 : f32 = x_8.x_GLF_uniform_float_values[2].el;
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x_158 = (x_155 == x_157);
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x_159_phi = x_158;
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}
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let x_159 : bool = x_159_phi;
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if (x_159) {
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let x_49 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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let x_50 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_51 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_52 : i32 = x_6.x_GLF_uniform_int_values[2].el;
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x_GLF_color = vec4<f32>(f32(x_49), f32(x_50), f32(x_51), f32(x_52));
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} else {
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let x_53 : i32 = x_6.x_GLF_uniform_int_values[1].el;
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let x_173 : f32 = f32(x_53);
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x_GLF_color = vec4<f32>(x_173, x_173, x_173, x_173);
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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() -> 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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