47 lines
1.2 KiB
WebGPU Shading Language
47 lines
1.2 KiB
WebGPU Shading Language
struct S {
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f1 : i32,
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f2 : mat2x2<f32>,
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}
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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 x_41 : mat2x2<f32>;
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var x_6 : i32;
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var x_42 : mat2x2<f32>;
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var x_49_phi : mat2x2<f32>;
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let x_44 : f32 = gl_FragCoord.x;
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if ((x_44 < 0.0)) {
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x_42 = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0));
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x_49_phi = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0));
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} else {
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x_42 = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5));
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x_49_phi = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5));
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}
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let x_49 : mat2x2<f32> = x_49_phi;
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let x_51 : S = S(1, transpose(x_49));
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let x_52 : i32 = x_51.f1;
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x_6 = x_52;
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x_41 = x_51.f2;
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let x_56 : mat2x2<f32> = x_41;
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let x_59 : mat2x2<f32> = x_41;
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let x_63 : mat2x2<f32> = x_41;
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let x_66 : mat2x2<f32> = x_41;
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x_GLF_color = vec4<f32>(f32(x_52), (x_56[0u].x + x_59[1u].x), (x_63[0u].y + x_66[1u].y), f32(x_52));
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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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