46 lines
899 B
WebGPU Shading Language
46 lines
899 B
WebGPU Shading Language
struct buf0 {
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twoandthree : vec2<f32>,
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}
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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 a : vec2<f32>;
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var b : vec2<f32>;
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var x_46 : bool;
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var x_47_phi : bool;
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let x_32 : vec2<f32> = x_6.twoandthree;
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a = x_32;
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let x_34 : f32 = a.x;
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let x_35 : vec2<f32> = a;
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b = vec2<f32>(x_34, clamp(x_35, vec2<f32>(1.0, 1.0), vec2<f32>(1.0, 1.0)).y);
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let x_40 : f32 = b.x;
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let x_41 : bool = (x_40 == 2.0);
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x_47_phi = x_41;
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if (x_41) {
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let x_45 : f32 = b.y;
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x_46 = (x_45 == 1.0);
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x_47_phi = x_46;
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}
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let x_47 : bool = x_47_phi;
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if (x_47) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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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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