256 lines
5.9 KiB
WebGPU Shading Language
256 lines
5.9 KiB
WebGPU Shading Language
struct QuicksortObject {
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numbers : array<i32, 10>;
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};
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struct buf0 {
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resolution : vec2<f32>;
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};
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var<private> obj : QuicksortObject;
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_32 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) {
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var temp : i32;
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let x_225 : i32 = *(i);
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let x_227 : i32 = obj.numbers[x_225];
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temp = x_227;
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let x_228 : i32 = *(i);
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let x_229 : i32 = *(j);
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let x_231 : i32 = obj.numbers[x_229];
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obj.numbers[x_228] = x_231;
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let x_233 : i32 = *(j);
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let x_234 : i32 = temp;
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obj.numbers[x_233] = x_234;
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return;
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}
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fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 {
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var pivot : i32;
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var i_1 : i32;
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var j_1 : i32;
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var param : i32;
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var param_1 : i32;
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var param_2 : i32;
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var param_3 : i32;
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let x_237 : i32 = *(h);
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let x_239 : i32 = obj.numbers[x_237];
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pivot = x_239;
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let x_240 : i32 = *(l);
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i_1 = (x_240 - 1);
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let x_242 : i32 = *(l);
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j_1 = x_242;
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loop {
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let x_247 : i32 = j_1;
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let x_248 : i32 = *(h);
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if ((x_247 <= (x_248 - 1))) {
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} else {
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break;
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}
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let x_252 : i32 = j_1;
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let x_254 : i32 = obj.numbers[x_252];
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let x_255 : i32 = pivot;
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if ((x_254 <= x_255)) {
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let x_259 : i32 = i_1;
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i_1 = (x_259 + 1);
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let x_261 : i32 = i_1;
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param = x_261;
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let x_262 : i32 = j_1;
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param_1 = x_262;
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swap_i1_i1_(&(param), &(param_1));
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}
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continuing {
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let x_264 : i32 = j_1;
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j_1 = (x_264 + 1);
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}
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}
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let x_266 : i32 = i_1;
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i_1 = (x_266 + 1);
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let x_268 : i32 = i_1;
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param_2 = x_268;
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let x_269 : i32 = *(h);
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param_3 = x_269;
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swap_i1_i1_(&(param_2), &(param_3));
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let x_271 : i32 = i_1;
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return x_271;
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}
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fn quicksort_() {
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var l_1 : i32;
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var h_1 : i32;
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var top : i32;
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var stack : array<i32, 10>;
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var p : i32;
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var param_4 : i32;
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var param_5 : i32;
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l_1 = 0;
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h_1 = 9;
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top = -1;
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let x_273 : i32 = top;
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let x_274 : i32 = (x_273 + 1);
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top = x_274;
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let x_275 : i32 = l_1;
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stack[x_274] = x_275;
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let x_277 : i32 = top;
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let x_278 : i32 = (x_277 + 1);
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top = x_278;
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let x_279 : i32 = h_1;
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stack[x_278] = x_279;
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loop {
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let x_285 : i32 = top;
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if ((x_285 >= 0)) {
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} else {
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break;
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}
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let x_288 : i32 = top;
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top = (x_288 - 1);
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let x_291 : i32 = stack[x_288];
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h_1 = x_291;
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let x_292 : i32 = top;
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top = (x_292 - 1);
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let x_295 : i32 = stack[x_292];
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l_1 = x_295;
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let x_296 : i32 = l_1;
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param_4 = x_296;
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let x_297 : i32 = h_1;
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param_5 = x_297;
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let x_298 : i32 = performPartition_i1_i1_(&(param_4), &(param_5));
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p = x_298;
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let x_299 : i32 = p;
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let x_301 : i32 = l_1;
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if (((x_299 - 1) > x_301)) {
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let x_305 : i32 = top;
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let x_306 : i32 = (x_305 + 1);
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top = x_306;
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let x_307 : i32 = l_1;
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stack[x_306] = x_307;
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let x_309 : i32 = top;
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let x_310 : i32 = (x_309 + 1);
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top = x_310;
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let x_311 : i32 = p;
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stack[x_310] = (x_311 - 1);
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}
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let x_314 : i32 = p;
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let x_316 : i32 = h_1;
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if (((x_314 + 1) < x_316)) {
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let x_320 : i32 = top;
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let x_321 : i32 = (x_320 + 1);
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top = x_321;
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let x_322 : i32 = p;
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stack[x_321] = (x_322 + 1);
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let x_325 : i32 = top;
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let x_326 : i32 = (x_325 + 1);
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top = x_326;
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let x_327 : i32 = h_1;
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stack[x_326] = x_327;
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}
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}
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return;
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}
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fn main_1() {
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var i_2 : i32;
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var uv : vec2<f32>;
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var color : vec3<f32>;
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i_2 = 0;
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loop {
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let x_85 : i32 = i_2;
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if ((x_85 < 10)) {
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} else {
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break;
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}
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let x_88 : i32 = i_2;
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let x_89 : i32 = i_2;
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obj.numbers[x_88] = (10 - x_89);
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let x_92 : i32 = i_2;
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let x_93 : i32 = i_2;
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let x_95 : i32 = obj.numbers[x_93];
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let x_96 : i32 = i_2;
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let x_98 : i32 = obj.numbers[x_96];
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obj.numbers[x_92] = (x_95 * x_98);
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continuing {
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let x_101 : i32 = i_2;
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i_2 = (x_101 + 1);
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}
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}
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quicksort_();
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let x_104 : vec4<f32> = gl_FragCoord;
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let x_107 : vec2<f32> = x_32.resolution;
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uv = (vec2<f32>(x_104.x, x_104.y) / x_107);
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color = vec3<f32>(1.0, 2.0, 3.0);
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let x_110 : i32 = obj.numbers[0];
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let x_113 : f32 = color.x;
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color.x = (x_113 + f32(x_110));
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let x_117 : f32 = uv.x;
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if ((x_117 > 0.25)) {
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let x_122 : i32 = obj.numbers[1];
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let x_125 : f32 = color.x;
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color.x = (x_125 + f32(x_122));
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}
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let x_129 : f32 = uv.x;
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if ((x_129 > 0.5)) {
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let x_134 : i32 = obj.numbers[2];
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let x_137 : f32 = color.y;
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color.y = (x_137 + f32(x_134));
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}
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let x_141 : f32 = uv.x;
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if ((x_141 > 0.75)) {
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let x_146 : i32 = obj.numbers[3];
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let x_149 : f32 = color.z;
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color.z = (x_149 + f32(x_146));
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}
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let x_153 : i32 = obj.numbers[4];
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let x_156 : f32 = color.y;
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color.y = (x_156 + f32(x_153));
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let x_160 : f32 = uv.y;
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if ((x_160 > 0.25)) {
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let x_165 : i32 = obj.numbers[5];
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let x_168 : f32 = color.x;
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color.x = (x_168 + f32(x_165));
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}
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let x_172 : f32 = uv.y;
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if ((x_172 > 0.5)) {
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let x_177 : i32 = obj.numbers[6];
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let x_180 : f32 = color.y;
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color.y = (x_180 + f32(x_177));
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}
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let x_184 : f32 = uv.y;
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if ((x_184 > 0.75)) {
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let x_189 : i32 = obj.numbers[7];
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let x_192 : f32 = color.z;
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color.z = (x_192 + f32(x_189));
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}
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let x_196 : i32 = obj.numbers[8];
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let x_199 : f32 = color.z;
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color.z = (x_199 + f32(x_196));
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let x_203 : f32 = uv.x;
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let x_205 : f32 = uv.y;
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if ((abs((x_203 - x_205)) < 0.25)) {
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let x_212 : i32 = obj.numbers[9];
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let x_215 : f32 = color.x;
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color.x = (x_215 + f32(x_212));
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}
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let x_218 : vec3<f32> = color;
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let x_219 : vec3<f32> = normalize(x_218);
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x_GLF_color = vec4<f32>(x_219.x, x_219.y, x_219.z, 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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[[stage(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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