338 lines
7.9 KiB
WebGPU Shading Language
338 lines
7.9 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>,
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}
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@group(0) @binding(0) var<uniform> x_8 : buf0;
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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 temp : array<i32, 10u>;
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var data : array<i32, 10u>;
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var x_190 : f32;
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var x_262 : f32;
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var x_63_phi : i32;
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var x_103_phi : i32;
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var x_112_phi : i32;
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var x_263_phi : f32;
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let x_60 : f32 = x_8.injectionSwitch.x;
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let x_61 : i32 = i32(x_60);
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x_63_phi = x_61;
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loop {
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var x_100 : i32;
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var x_98 : i32;
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var x_96 : i32;
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var x_94 : i32;
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var x_92 : i32;
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var x_90 : i32;
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var x_88 : i32;
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var x_86 : i32;
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var x_84 : i32;
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var x_82 : i32;
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var x_64_phi : i32;
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let x_63 : i32 = x_63_phi;
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let x_68 : array<i32, 10u> = data;
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data = array<i32, 10u>(0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
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data = x_68;
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let x_69 : i32 = (x_63 + 1);
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x_64_phi = x_69;
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switch(x_63) {
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case 9: {
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data[x_63] = -5;
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x_100 = (x_63 + 1);
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x_64_phi = x_100;
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}
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case 8: {
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data[x_63] = -4;
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x_98 = (x_63 + 1);
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x_64_phi = x_98;
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}
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case 7: {
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data[x_63] = -3;
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x_96 = (x_63 + 1);
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x_64_phi = x_96;
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}
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case 6: {
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data[x_63] = -2;
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x_94 = (x_63 + 1);
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x_64_phi = x_94;
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}
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case 5: {
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data[x_63] = -1;
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x_92 = (x_63 + 1);
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x_64_phi = x_92;
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}
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case 4: {
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data[x_63] = 0;
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x_90 = (x_63 + 1);
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x_64_phi = x_90;
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}
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case 3: {
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data[x_63] = 1;
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x_88 = (x_63 + 1);
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x_64_phi = x_88;
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}
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case 2: {
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data[x_63] = 2;
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x_86 = (x_63 + 1);
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x_64_phi = x_86;
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}
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case 1: {
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data[x_63] = 3;
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x_84 = (x_63 + 1);
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x_64_phi = x_84;
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}
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case 0: {
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data[x_63] = 4;
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x_82 = (x_63 + 1);
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x_64_phi = x_82;
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}
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default: {
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}
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}
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let x_64 : i32 = x_64_phi;
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continuing {
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x_63_phi = x_64;
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break if !(x_64 < 10);
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}
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}
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x_103_phi = 0;
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loop {
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var x_104 : i32;
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let x_103 : i32 = x_103_phi;
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if ((x_103 < 10)) {
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} else {
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break;
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}
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continuing {
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let x_109 : i32 = data[x_103];
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temp[x_103] = x_109;
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x_104 = (x_103 + 1);
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x_103_phi = x_104;
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}
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}
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x_112_phi = 1;
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loop {
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var x_113 : i32;
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var x_119_phi : i32;
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let x_112 : i32 = x_112_phi;
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if ((x_112 <= 9)) {
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} else {
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break;
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}
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x_119_phi = 0;
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loop {
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var x_131 : i32;
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var x_136 : i32;
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var x_131_phi : i32;
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var x_134_phi : i32;
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var x_136_phi : i32;
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var x_158_phi : i32;
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var x_161_phi : i32;
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var x_171_phi : i32;
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let x_119 : i32 = x_119_phi;
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if ((x_119 < 9)) {
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} else {
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break;
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}
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let x_125 : i32 = (x_119 + x_112);
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let x_126 : i32 = (x_125 - 1);
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let x_120 : i32 = (x_119 + (2 * x_112));
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let x_129 : i32 = min((x_120 - 1), 9);
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x_131_phi = x_119;
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x_134_phi = x_125;
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x_136_phi = x_119;
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loop {
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var x_151 : i32;
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var x_154 : i32;
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var x_135_phi : i32;
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var x_137_phi : i32;
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x_131 = x_131_phi;
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let x_134 : i32 = x_134_phi;
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x_136 = x_136_phi;
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if (((x_136 <= x_126) & (x_134 <= x_129))) {
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} else {
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break;
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}
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let x_143_save = x_136;
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let x_144 : i32 = data[x_143_save];
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let x_145_save = x_134;
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let x_146 : i32 = data[x_145_save];
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let x_132 : i32 = bitcast<i32>((x_131 + bitcast<i32>(1)));
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if ((x_144 < x_146)) {
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x_151 = bitcast<i32>((x_136 + bitcast<i32>(1)));
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let x_152 : i32 = data[x_143_save];
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temp[x_131] = x_152;
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x_135_phi = x_134;
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x_137_phi = x_151;
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} else {
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x_154 = (x_134 + 1);
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let x_155 : i32 = data[x_145_save];
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temp[x_131] = x_155;
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x_135_phi = x_154;
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x_137_phi = x_136;
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}
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let x_135 : i32 = x_135_phi;
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let x_137 : i32 = x_137_phi;
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continuing {
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x_131_phi = x_132;
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x_134_phi = x_135;
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x_136_phi = x_137;
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}
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}
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x_158_phi = x_131;
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x_161_phi = x_136;
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loop {
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var x_159 : i32;
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var x_162 : i32;
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let x_158 : i32 = x_158_phi;
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let x_161 : i32 = x_161_phi;
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if (((x_161 < 10) & (x_161 <= x_126))) {
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} else {
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break;
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}
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continuing {
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x_159 = (x_158 + 1);
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x_162 = (x_161 + 1);
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let x_168 : i32 = data[x_161];
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temp[x_158] = x_168;
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x_158_phi = x_159;
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x_161_phi = x_162;
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}
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}
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x_171_phi = x_119;
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loop {
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var x_172 : i32;
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let x_171 : i32 = x_171_phi;
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if ((x_171 <= x_129)) {
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} else {
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break;
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}
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continuing {
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let x_177 : i32 = temp[x_171];
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data[x_171] = x_177;
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x_172 = (x_171 + 1);
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x_171_phi = x_172;
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}
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}
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continuing {
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x_119_phi = x_120;
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}
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}
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continuing {
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x_113 = (2 * x_112);
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x_112_phi = x_113;
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}
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}
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var x_181 : i32;
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var x_199 : f32;
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var x_261 : f32;
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var x_262_phi : f32;
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let x_180 : f32 = gl_FragCoord.y;
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x_181 = i32(x_180);
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if ((x_181 < 30)) {
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let x_187 : i32 = data[0];
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x_190 = (0.5 + (f32(x_187) * 0.100000001));
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x_263_phi = x_190;
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} else {
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var x_208 : f32;
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var x_260 : f32;
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var x_261_phi : f32;
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if ((x_181 < 60)) {
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let x_196 : i32 = data[1];
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x_199 = (0.5 + (f32(x_196) * 0.100000001));
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x_262_phi = x_199;
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} else {
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var x_217 : f32;
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var x_259 : f32;
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var x_260_phi : f32;
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if ((x_181 < 90)) {
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let x_205 : i32 = data[2];
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x_208 = (0.5 + (f32(x_205) * 0.100000001));
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x_261_phi = x_208;
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} else {
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if ((x_181 < 120)) {
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let x_214 : i32 = data[3];
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x_217 = (0.5 + (f32(x_214) * 0.100000001));
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x_260_phi = x_217;
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} else {
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var x_230 : f32;
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var x_258 : f32;
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var x_259_phi : f32;
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if ((x_181 < 150)) {
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discard;
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} else {
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var x_239 : f32;
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var x_257 : f32;
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var x_258_phi : f32;
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if ((x_181 < 180)) {
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let x_227 : i32 = data[5];
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x_230 = (0.5 + (f32(x_227) * 0.100000001));
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x_259_phi = x_230;
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} else {
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var x_248 : f32;
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var x_256 : f32;
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var x_257_phi : f32;
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if ((x_181 < 210)) {
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let x_236 : i32 = data[6];
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x_239 = (0.5 + (f32(x_236) * 0.100000001));
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x_258_phi = x_239;
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} else {
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if ((x_181 < 240)) {
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let x_245 : i32 = data[7];
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x_248 = (0.5 + (f32(x_245) * 0.100000001));
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x_257_phi = x_248;
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} else {
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if ((x_181 < 270)) {
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} else {
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discard;
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}
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let x_253 : i32 = data[8];
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x_256 = (0.5 + (f32(x_253) * 0.100000001));
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x_257_phi = x_256;
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}
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x_257 = x_257_phi;
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x_258_phi = x_257;
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}
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x_258 = x_258_phi;
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x_259_phi = x_258;
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}
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x_259 = x_259_phi;
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}
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x_260_phi = x_259;
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}
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x_260 = x_260_phi;
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x_261_phi = x_260;
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}
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x_261 = x_261_phi;
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x_262_phi = x_261;
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}
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x_262 = x_262_phi;
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x_263_phi = x_262;
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}
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let x_263 : f32 = x_263_phi;
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x_GLF_color = vec4<f32>(x_263, x_263, x_263, 1.0);
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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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