86 lines
1.6 KiB
WebGPU Shading Language
86 lines
1.6 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_7 : 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 loop_count : i32;
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loop_count = 0;
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let x_33 : f32 = x_7.injectionSwitch.x;
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let x_35 : f32 = x_7.injectionSwitch.y;
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let x_36 : bool = (x_33 > x_35);
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if (x_36) {
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return;
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}
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let x_40 : f32 = gl_FragCoord.x;
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let x_41 : bool = (x_40 < 0.0);
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loop {
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let x_43 : i32 = loop_count;
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if ((x_43 < 100)) {
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} else {
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break;
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}
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if (x_36) {
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break;
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}
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if (x_36) {
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x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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} else {
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if (x_41) {
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return;
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}
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}
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if (x_36) {
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x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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if (x_36) {
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return;
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}
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if (x_41) {
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loop {
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let x_63 : i32 = loop_count;
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if ((x_63 < 100)) {
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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_67 : i32 = loop_count;
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loop_count = (x_67 + 1);
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}
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}
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}
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continuing {
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let x_69 : i32 = loop_count;
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loop_count = (x_69 + 1);
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}
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}
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let x_71 : i32 = loop_count;
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if ((x_71 >= 100)) {
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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>(1.0, 1.0, 1.0, 1.0);
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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(@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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