63 lines
1.3 KiB
WebGPU Shading Language
63 lines
1.3 KiB
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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type Arr = array<strided_arr, 1u>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr,
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}
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struct strided_arr_1 {
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@size(16)
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el : i32,
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}
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type Arr_1 = array<strided_arr_1, 2u>;
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struct buf1 {
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x_GLF_uniform_int_values : Arr_1,
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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_8 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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@group(0) @binding(1) var<uniform> x_10 : buf1;
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fn main_1() {
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var f0 : f32;
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var f1 : f32;
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f0 = 1.0;
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let x_35 : f32 = f0;
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f1 = fract(x_35);
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let x_38 : f32 = gl_FragCoord.x;
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let x_40 : f32 = x_8.x_GLF_uniform_float_values[0].el;
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if ((x_38 > x_40)) {
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let x_46 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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let x_49 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_52 : i32 = x_10.x_GLF_uniform_int_values[0].el;
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let x_55 : i32 = x_10.x_GLF_uniform_int_values[1].el;
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x_GLF_color = vec4<f32>(f32(x_46), f32(x_49), f32(x_52), f32(x_55));
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} else {
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let x_58 : f32 = f1;
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x_GLF_color = vec4<f32>(x_58, x_58, x_58, x_58);
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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(@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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