316 lines
6.8 KiB
WebGPU Shading Language
316 lines
6.8 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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struct buf1 {
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resolution : vec2<f32>,
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}
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var<private> data : array<i32, 10u>;
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var<private> temp : array<i32, 10u>;
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@group(0) @binding(0) var<uniform> x_28 : buf0;
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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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@group(0) @binding(1) var<uniform> x_32 : buf1;
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fn merge_i1_i1_i1_(f : ptr<function, i32>, mid : ptr<function, i32>, to : ptr<function, i32>) {
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var k : i32;
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var i : i32;
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var j : i32;
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var i_1 : i32;
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let x_255 : i32 = *(f);
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k = x_255;
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let x_256 : i32 = *(f);
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i = x_256;
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let x_257 : i32 = *(mid);
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j = (x_257 + 1);
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loop {
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let x_263 : i32 = i;
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let x_264 : i32 = *(mid);
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let x_266 : i32 = j;
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let x_267 : i32 = *(to);
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if (((x_263 <= x_264) & (x_266 <= x_267))) {
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} else {
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break;
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}
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let x_271 : i32 = i;
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let x_273 : i32 = data[x_271];
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let x_274 : i32 = j;
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let x_276 : i32 = data[x_274];
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if ((x_273 < x_276)) {
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let x_281 : i32 = k;
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k = (x_281 + 1);
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let x_283 : i32 = i;
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i = (x_283 + 1);
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let x_286 : i32 = data[x_283];
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temp[x_281] = x_286;
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} else {
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let x_288 : i32 = k;
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k = (x_288 + 1);
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let x_290 : i32 = j;
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j = (x_290 + 1);
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let x_293 : i32 = data[x_290];
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temp[x_288] = x_293;
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}
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}
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loop {
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let x_299 : i32 = i;
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let x_301 : i32 = i;
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let x_302 : i32 = *(mid);
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if (((x_299 < 10) & (x_301 <= x_302))) {
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} else {
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break;
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}
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let x_306 : i32 = k;
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k = (x_306 + 1);
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let x_308 : i32 = i;
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i = (x_308 + 1);
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let x_311 : i32 = data[x_308];
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temp[x_306] = x_311;
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}
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let x_313 : i32 = *(f);
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i_1 = x_313;
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loop {
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let x_318 : i32 = i_1;
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let x_319 : i32 = *(to);
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if ((x_318 <= x_319)) {
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} else {
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break;
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}
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let x_322 : i32 = i_1;
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let x_323 : i32 = i_1;
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let x_325 : i32 = temp[x_323];
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data[x_322] = x_325;
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continuing {
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let x_327 : i32 = i_1;
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i_1 = (x_327 + 1);
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}
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}
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return;
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}
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fn mergeSort_() {
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var low : i32;
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var high : i32;
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var m : i32;
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var i_2 : i32;
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var f_1 : i32;
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var mid_1 : i32;
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var to_1 : i32;
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var param : i32;
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var param_1 : i32;
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var param_2 : i32;
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low = 0;
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high = 9;
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m = 1;
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loop {
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let x_334 : i32 = m;
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let x_335 : i32 = high;
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if ((x_334 <= x_335)) {
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} else {
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break;
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}
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let x_338 : i32 = low;
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i_2 = x_338;
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loop {
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let x_343 : i32 = i_2;
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let x_344 : i32 = high;
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if ((x_343 < x_344)) {
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} else {
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break;
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}
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let x_347 : i32 = i_2;
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f_1 = x_347;
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let x_348 : i32 = i_2;
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let x_349 : i32 = m;
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mid_1 = ((x_348 + x_349) - 1);
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let x_352 : i32 = i_2;
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let x_353 : i32 = m;
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let x_357 : i32 = high;
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to_1 = min(((x_352 + (2 * x_353)) - 1), x_357);
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let x_359 : i32 = f_1;
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param = x_359;
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let x_360 : i32 = mid_1;
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param_1 = x_360;
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let x_361 : i32 = to_1;
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param_2 = x_361;
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merge_i1_i1_i1_(&(param), &(param_1), &(param_2));
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continuing {
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let x_363 : i32 = m;
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let x_365 : i32 = i_2;
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i_2 = (x_365 + (2 * x_363));
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}
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}
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continuing {
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let x_367 : i32 = m;
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m = (2 * x_367);
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}
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}
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return;
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}
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fn main_1() {
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var i_3 : i32;
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var j_1 : i32;
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var grey : f32;
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let x_88 : f32 = x_28.injectionSwitch.x;
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i_3 = i32(x_88);
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loop {
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let x_94 : i32 = i_3;
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switch(x_94) {
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case 9: {
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let x_124 : i32 = i_3;
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data[x_124] = -5;
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if (true) {
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} else {
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continue;
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}
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}
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case 8: {
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let x_122 : i32 = i_3;
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data[x_122] = -4;
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}
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case 7: {
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let x_120 : i32 = i_3;
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data[x_120] = -3;
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}
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case 6: {
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let x_118 : i32 = i_3;
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data[x_118] = -2;
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}
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case 5: {
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let x_116 : i32 = i_3;
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data[x_116] = -1;
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}
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case 4: {
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let x_114 : i32 = i_3;
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data[x_114] = 0;
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}
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case 3: {
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let x_112 : i32 = i_3;
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data[x_112] = 1;
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}
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case 2: {
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let x_110 : i32 = i_3;
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data[x_110] = 2;
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}
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case 1: {
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let x_108 : i32 = i_3;
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data[x_108] = 3;
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}
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case 0: {
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let x_106 : i32 = i_3;
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data[x_106] = 4;
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}
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default: {
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}
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}
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let x_126 : i32 = i_3;
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i_3 = (x_126 + 1);
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continuing {
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let x_128 : i32 = i_3;
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if ((x_128 < 10)) {
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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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j_1 = 0;
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loop {
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let x_134 : i32 = j_1;
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if ((x_134 < 10)) {
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} else {
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break;
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}
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let x_137 : i32 = j_1;
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let x_138 : i32 = j_1;
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let x_140 : i32 = data[x_138];
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temp[x_137] = x_140;
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continuing {
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let x_142 : i32 = j_1;
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j_1 = (x_142 + 1);
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}
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}
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mergeSort_();
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let x_146 : f32 = gl_FragCoord.y;
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if ((i32(x_146) < 30)) {
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let x_153 : i32 = data[0];
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grey = (0.5 + (f32(x_153) / 10.0));
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} else {
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let x_158 : f32 = gl_FragCoord.y;
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if ((i32(x_158) < 60)) {
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let x_165 : i32 = data[1];
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grey = (0.5 + (f32(x_165) / 10.0));
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} else {
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let x_170 : f32 = gl_FragCoord.y;
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if ((i32(x_170) < 90)) {
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let x_177 : i32 = data[2];
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grey = (0.5 + (f32(x_177) / 10.0));
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} else {
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let x_182 : f32 = gl_FragCoord.y;
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if ((i32(x_182) < 120)) {
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let x_189 : i32 = data[3];
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grey = (0.5 + (f32(x_189) / 10.0));
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} else {
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let x_194 : f32 = gl_FragCoord.y;
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if ((i32(x_194) < 150)) {
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discard;
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} else {
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let x_201 : f32 = gl_FragCoord.y;
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if ((i32(x_201) < 180)) {
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let x_208 : i32 = data[5];
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grey = (0.5 + (f32(x_208) / 10.0));
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} else {
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let x_213 : f32 = gl_FragCoord.y;
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if ((i32(x_213) < 210)) {
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let x_220 : i32 = data[6];
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grey = (0.5 + (f32(x_220) / 10.0));
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} else {
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let x_225 : f32 = gl_FragCoord.y;
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if ((i32(x_225) < 240)) {
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let x_232 : i32 = data[7];
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grey = (0.5 + (f32(x_232) / 10.0));
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} else {
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let x_237 : f32 = gl_FragCoord.y;
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if ((i32(x_237) < 270)) {
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let x_244 : i32 = data[8];
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grey = (0.5 + (f32(x_244) / 10.0));
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} else {
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discard;
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}
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}
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}
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}
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}
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}
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}
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}
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}
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let x_248 : f32 = grey;
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let x_249 : vec3<f32> = vec3<f32>(x_248, x_248, x_248);
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x_GLF_color = vec4<f32>(x_249.x, x_249.y, x_249.z, 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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@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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