191 lines
4.2 KiB
WebGPU Shading Language
191 lines
4.2 KiB
WebGPU Shading Language
struct buf0 {
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one : i32,
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}
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@group(0) @binding(0) var<uniform> x_7 : 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 : i32;
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var i0 : i32;
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var i1 : i32;
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var i2 : i32;
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var i3 : i32;
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var i4 : i32;
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var i5 : i32;
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var i6 : i32;
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var i7 : i32;
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var i8_1 : i32;
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var i9 : i32;
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a = 0;
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i0 = 0;
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loop {
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let x_40 : i32 = i0;
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let x_42 : i32 = x_7.one;
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if ((x_40 < x_42)) {
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} else {
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break;
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}
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i1 = 0;
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loop {
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let x_49 : i32 = i1;
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let x_51 : i32 = x_7.one;
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if ((x_49 < x_51)) {
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} else {
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break;
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}
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i2 = 0;
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loop {
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let x_58 : i32 = i2;
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let x_60 : i32 = x_7.one;
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if ((x_58 < x_60)) {
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} else {
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break;
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}
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i3 = 0;
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loop {
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let x_67 : i32 = i3;
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let x_69 : i32 = x_7.one;
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if ((x_67 < (x_69 + 2))) {
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} else {
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break;
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}
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i4 = 0;
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loop {
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let x_77 : i32 = i4;
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let x_79 : i32 = x_7.one;
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if ((x_77 < x_79)) {
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} else {
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break;
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}
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i5 = 0;
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loop {
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let x_86 : i32 = i5;
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let x_88 : i32 = x_7.one;
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if ((x_86 < x_88)) {
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} else {
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break;
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}
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loop {
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let x_96 : i32 = x_7.one;
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if ((x_96 > 0)) {
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} else {
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break;
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}
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i6 = 0;
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loop {
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let x_103 : i32 = i6;
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let x_105 : i32 = x_7.one;
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if ((x_103 < x_105)) {
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} else {
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break;
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}
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i7 = 0;
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loop {
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let x_112 : i32 = i7;
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let x_114 : i32 = x_7.one;
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if ((x_112 < x_114)) {
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} else {
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break;
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}
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i8_1 = 0;
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loop {
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let x_121 : i32 = i8_1;
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let x_123 : i32 = x_7.one;
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if ((x_121 < x_123)) {
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} else {
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break;
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}
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i9 = 0;
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loop {
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let x_130 : i32 = i9;
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let x_132 : i32 = x_7.one;
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if ((x_130 < x_132)) {
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} else {
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break;
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}
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let x_135 : i32 = a;
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a = (x_135 + 1);
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continuing {
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let x_137 : i32 = i9;
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i9 = (x_137 + 1);
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}
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}
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continuing {
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let x_139 : i32 = i8_1;
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i8_1 = (x_139 + 1);
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}
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}
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continuing {
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let x_141 : i32 = i7;
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i7 = (x_141 + 1);
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}
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}
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continuing {
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let x_143 : i32 = i6;
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i6 = (x_143 + 1);
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}
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}
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break;
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}
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continuing {
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let x_145 : i32 = i5;
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i5 = (x_145 + 1);
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}
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}
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continuing {
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let x_147 : i32 = i4;
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i4 = (x_147 + 1);
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}
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}
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continuing {
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let x_149 : i32 = i3;
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i3 = (x_149 + 1);
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}
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}
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continuing {
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let x_151 : i32 = i2;
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i2 = (x_151 + 1);
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}
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}
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continuing {
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let x_153 : i32 = i1;
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i1 = (x_153 + 1);
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}
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}
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continuing {
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let x_155 : i32 = i0;
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i0 = (x_155 + 1);
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}
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}
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let x_157 : i32 = a;
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if ((x_157 == 3)) {
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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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