60 lines
2.4 KiB
WebGPU Shading Language
60 lines
2.4 KiB
WebGPU Shading Language
struct buf0 {
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resolution : vec2<f32>;
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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_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var indexable : array<vec4<f32>, 16>;
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var x_69 : i32;
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var x_69_phi : i32;
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var x_72_phi : i32;
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let x_55 : vec4<f32> = gl_FragCoord;
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let x_58 : vec2<f32> = x_6.resolution;
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let x_59 : vec2<f32> = (vec2<f32>(x_55.x, x_55.y) / x_58);
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let x_67 : i32 = (i32((x_59.x * 10.0)) + (i32((x_59.y * 10.0)) * 10));
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x_69_phi = 100;
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x_72_phi = 0;
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loop {
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var x_70 : i32;
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var x_73 : i32;
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x_69 = x_69_phi;
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let x_72 : i32 = x_72_phi;
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if ((x_72 < x_67)) {
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} else {
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break;
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}
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continuing {
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x_70 = (((4 * bitcast<i32>(x_69)) * (1000 - bitcast<i32>(x_69))) / 1000);
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x_73 = (x_72 + 1);
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x_69_phi = x_70;
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x_72_phi = x_73;
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}
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}
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indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0));
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let x_80 : array<vec4<f32>, 16> = indexable;
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indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0));
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indexable = x_80;
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let x_81 : vec2<f32> = vec2<f32>(vec4<f32>(0.0, 1.0, 0.0, 1.0).y, vec4<f32>(0.5, 0.0, 0.5, 1.0).x);
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let x_83 : vec4<f32> = indexable[bitcast<i32>((x_69 % 16))];
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x_GLF_color = x_83;
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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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