80 lines
1.8 KiB
WebGPU Shading Language
80 lines
1.8 KiB
WebGPU Shading Language
type Arr = [[stride(16)]] array<f32, 4>;
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struct buf0 {
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x_GLF_uniform_float_values : Arr;
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};
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type Arr_1 = [[stride(16)]] array<i32, 3>;
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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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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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[[group(0), binding(1)]] var<uniform> x_9 : buf1;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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var f : f32;
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var i : i32;
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var x_66 : bool;
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var x_67_phi : bool;
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let x_34 : f32 = x_6.x_GLF_uniform_float_values[0];
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f = x_34;
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let x_36 : i32 = x_9.x_GLF_uniform_int_values[1];
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i = x_36;
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loop {
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let x_41 : i32 = i;
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let x_43 : i32 = x_9.x_GLF_uniform_int_values[0];
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if ((x_41 < x_43)) {
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} else {
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break;
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}
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let x_47 : f32 = x_6.x_GLF_uniform_float_values[3];
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let x_49 : f32 = f;
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let x_53 : f32 = x_6.x_GLF_uniform_float_values[0];
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f = (abs((-(x_47) * x_49)) + x_53);
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continuing {
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let x_55 : i32 = i;
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i = (x_55 + 1);
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}
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}
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let x_57 : f32 = f;
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let x_59 : f32 = x_6.x_GLF_uniform_float_values[1];
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let x_60 : bool = (x_57 > x_59);
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x_67_phi = x_60;
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if (x_60) {
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let x_63 : f32 = f;
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let x_65 : f32 = x_6.x_GLF_uniform_float_values[2];
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x_66 = (x_63 < x_65);
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x_67_phi = x_66;
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}
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let x_67 : bool = x_67_phi;
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if (x_67) {
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let x_72 : i32 = x_9.x_GLF_uniform_int_values[2];
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let x_75 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_78 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_81 : i32 = x_9.x_GLF_uniform_int_values[2];
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x_GLF_color = vec4<f32>(f32(x_72), f32(x_75), f32(x_78), f32(x_81));
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} else {
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let x_85 : i32 = x_9.x_GLF_uniform_int_values[1];
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let x_86 : f32 = f32(x_85);
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x_GLF_color = vec4<f32>(x_86, x_86, x_86, x_86);
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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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[[stage(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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