43 lines
983 B
WebGPU Shading Language
43 lines
983 B
WebGPU Shading Language
struct strided_arr {
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@size(16)
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el : f32,
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}
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alias Arr = array<strided_arr, 3u>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr,
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}
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var<private> x_GLF_color : vec4<f32>;
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@group(0) @binding(0) var<uniform> x_6 : buf0;
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fn main_1() {
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var a : f32;
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a = (bitcast<f32>(1u) - (1.0 * floor((bitcast<f32>(1u) / 1.0))));
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let x_29 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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x_GLF_color = vec4<f32>(x_29, x_29, x_29, x_29);
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let x_31 : f32 = a;
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let x_33 : f32 = x_6.x_GLF_uniform_float_values[2].el;
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if ((x_31 < x_33)) {
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let x_38 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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let x_40 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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let x_42 : f32 = x_6.x_GLF_uniform_float_values[1].el;
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let x_44 : f32 = x_6.x_GLF_uniform_float_values[0].el;
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x_GLF_color = vec4<f32>(x_38, x_40, x_42, x_44);
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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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@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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