| struct QuicksortObject { |
| numbers : array<i32, 10u>, |
| } |
| |
| struct buf1 { |
| resolution : vec2<f32>, |
| } |
| |
| struct buf0 { |
| injectionSwitch : vec2<f32>, |
| } |
| |
| var<private> obj : QuicksortObject; |
| |
| var<private> x_GLF_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_pos : vec4<f32>; |
| |
| @group(0) @binding(1) var<uniform> x_34 : buf1; |
| |
| @group(0) @binding(0) var<uniform> x_37 : buf0; |
| |
| var<private> frag_color : vec4<f32>; |
| |
| var<private> gl_Position : vec4<f32>; |
| |
| fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) { |
| var temp : i32; |
| let x_257 : i32 = *(i); |
| let x_259 : i32 = obj.numbers[x_257]; |
| temp = x_259; |
| let x_260 : i32 = *(i); |
| let x_261 : i32 = *(j); |
| let x_263 : i32 = obj.numbers[x_261]; |
| obj.numbers[x_260] = x_263; |
| let x_265 : i32 = *(j); |
| let x_266 : i32 = temp; |
| obj.numbers[x_265] = x_266; |
| return; |
| } |
| |
| fn performPartition_i1_i1_(l : ptr<function, i32>, h : ptr<function, i32>) -> i32 { |
| var pivot : i32; |
| var i_1 : i32; |
| var j_1 : i32; |
| var param : i32; |
| var param_1 : i32; |
| var param_2 : i32; |
| var param_3 : i32; |
| let x_269 : i32 = *(h); |
| let x_271 : i32 = obj.numbers[x_269]; |
| pivot = x_271; |
| let x_272 : i32 = *(l); |
| i_1 = (x_272 - 1); |
| let x_274 : i32 = *(l); |
| j_1 = x_274; |
| loop { |
| let x_279 : i32 = j_1; |
| let x_280 : i32 = *(h); |
| if ((x_279 <= (x_280 - 1))) { |
| } else { |
| break; |
| } |
| let x_284 : i32 = j_1; |
| let x_286 : i32 = obj.numbers[x_284]; |
| let x_287 : i32 = pivot; |
| if ((x_286 <= x_287)) { |
| let x_291 : i32 = i_1; |
| i_1 = (x_291 + 1); |
| let x_293 : i32 = i_1; |
| param = x_293; |
| let x_294 : i32 = j_1; |
| param_1 = x_294; |
| swap_i1_i1_(&(param), &(param_1)); |
| } |
| |
| continuing { |
| let x_296 : i32 = j_1; |
| j_1 = (x_296 + 1); |
| } |
| } |
| let x_298 : i32 = i_1; |
| param_2 = (x_298 + 1); |
| let x_300 : i32 = *(h); |
| param_3 = x_300; |
| swap_i1_i1_(&(param_2), &(param_3)); |
| let x_302 : i32 = i_1; |
| return (x_302 + 1); |
| } |
| |
| fn quicksort_() { |
| var l_1 : i32; |
| var h_1 : i32; |
| var top : i32; |
| var stack : array<i32, 10u>; |
| var p : i32; |
| var param_4 : i32; |
| var param_5 : i32; |
| l_1 = 0; |
| h_1 = 9; |
| top = -1; |
| let x_305 : i32 = top; |
| let x_306 : i32 = (x_305 + 1); |
| top = x_306; |
| let x_307 : i32 = l_1; |
| stack[x_306] = x_307; |
| let x_309 : i32 = top; |
| let x_310 : i32 = (x_309 + 1); |
| top = x_310; |
| let x_311 : i32 = h_1; |
| stack[x_310] = x_311; |
| loop { |
| let x_317 : i32 = top; |
| if ((x_317 >= 0)) { |
| } else { |
| break; |
| } |
| let x_320 : i32 = top; |
| top = (x_320 - 1); |
| let x_323 : i32 = stack[x_320]; |
| h_1 = x_323; |
| let x_324 : i32 = top; |
| top = (x_324 - 1); |
| let x_327 : i32 = stack[x_324]; |
| l_1 = x_327; |
| let x_328 : i32 = l_1; |
| param_4 = x_328; |
| let x_329 : i32 = h_1; |
| param_5 = x_329; |
| let x_330 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); |
| p = x_330; |
| let x_331 : i32 = p; |
| let x_333 : i32 = l_1; |
| if (((x_331 - 1) > x_333)) { |
| let x_337 : i32 = top; |
| let x_338 : i32 = (x_337 + 1); |
| top = x_338; |
| let x_339 : i32 = l_1; |
| stack[x_338] = x_339; |
| let x_341 : i32 = top; |
| let x_342 : i32 = (x_341 + 1); |
| top = x_342; |
| let x_343 : i32 = p; |
| stack[x_342] = (x_343 - 1); |
| } |
| let x_346 : i32 = p; |
| let x_348 : i32 = h_1; |
| if (((x_346 + 1) < x_348)) { |
| let x_352 : i32 = top; |
| let x_353 : i32 = (x_352 + 1); |
| top = x_353; |
| let x_354 : i32 = p; |
| stack[x_353] = (x_354 + 1); |
| let x_357 : i32 = top; |
| let x_358 : i32 = (x_357 + 1); |
| top = x_358; |
| let x_359 : i32 = h_1; |
| stack[x_358] = x_359; |
| } |
| } |
| return; |
| } |
| |
| fn main_1() { |
| var i_2 : i32; |
| var uv : vec2<f32>; |
| var color : vec3<f32>; |
| let x_94 : vec4<f32> = x_GLF_pos; |
| x_GLF_FragCoord = ((x_94 + vec4<f32>(1.0, 1.0, 0.0, 0.0)) * vec4<f32>(128.0, 128.0, 1.0, 1.0)); |
| i_2 = 0; |
| loop { |
| let x_101 : i32 = i_2; |
| if ((x_101 < 10)) { |
| } else { |
| break; |
| } |
| let x_104 : i32 = i_2; |
| let x_105 : i32 = i_2; |
| obj.numbers[x_104] = (10 - x_105); |
| let x_108 : i32 = i_2; |
| let x_109 : i32 = i_2; |
| let x_111 : i32 = obj.numbers[x_109]; |
| let x_112 : i32 = i_2; |
| let x_114 : i32 = obj.numbers[x_112]; |
| obj.numbers[x_108] = (x_111 * x_114); |
| |
| continuing { |
| let x_117 : i32 = i_2; |
| i_2 = (x_117 + 1); |
| } |
| } |
| quicksort_(); |
| let x_120 : vec4<f32> = x_GLF_FragCoord; |
| let x_123 : vec2<f32> = x_34.resolution; |
| uv = (vec2<f32>(x_120.x, x_120.y) / x_123); |
| color = vec3<f32>(1.0, 2.0, 3.0); |
| let x_126 : i32 = obj.numbers[0]; |
| let x_129 : f32 = color.x; |
| color.x = (x_129 + f32(x_126)); |
| let x_133 : f32 = uv.x; |
| if ((x_133 > 0.25)) { |
| let x_138 : i32 = obj.numbers[1]; |
| let x_141 : f32 = color.x; |
| color.x = (x_141 + f32(x_138)); |
| } |
| let x_145 : f32 = uv.x; |
| if ((x_145 > 0.5)) { |
| let x_150 : f32 = x_37.injectionSwitch.y; |
| let x_155 : i32 = obj.numbers[max((2 * i32(x_150)), 2)]; |
| let x_158 : f32 = x_37.injectionSwitch.y; |
| let x_163 : i32 = obj.numbers[max((2 * i32(x_158)), 2)]; |
| let x_167 : f32 = color.y; |
| color.y = (x_167 + max(f32(x_155), f32(x_163))); |
| } |
| let x_171 : f32 = uv.x; |
| if ((x_171 > 0.75)) { |
| let x_176 : i32 = obj.numbers[3]; |
| let x_179 : f32 = color.z; |
| color.z = (x_179 + f32(x_176)); |
| } |
| let x_183 : i32 = obj.numbers[4]; |
| let x_186 : f32 = color.y; |
| color.y = (x_186 + f32(x_183)); |
| let x_190 : f32 = uv.y; |
| if ((x_190 > 0.25)) { |
| let x_195 : i32 = obj.numbers[5]; |
| let x_198 : f32 = color.x; |
| color.x = (x_198 + f32(x_195)); |
| } |
| let x_202 : f32 = uv.y; |
| if ((x_202 > 0.5)) { |
| let x_207 : i32 = obj.numbers[6]; |
| let x_210 : f32 = color.y; |
| color.y = (x_210 + f32(x_207)); |
| } |
| let x_214 : f32 = uv.y; |
| if ((x_214 > 0.75)) { |
| let x_219 : i32 = obj.numbers[7]; |
| let x_222 : f32 = color.z; |
| color.z = (x_222 + f32(x_219)); |
| } |
| let x_226 : i32 = obj.numbers[8]; |
| let x_229 : f32 = color.z; |
| color.z = (x_229 + f32(x_226)); |
| let x_233 : f32 = uv.x; |
| let x_235 : f32 = uv.y; |
| if ((abs((x_233 - x_235)) < 0.25)) { |
| let x_242 : i32 = obj.numbers[9]; |
| let x_245 : f32 = color.x; |
| color.x = (x_245 + f32(x_242)); |
| } |
| let x_248 : vec3<f32> = color; |
| let x_249 : vec3<f32> = normalize(x_248); |
| frag_color = vec4<f32>(x_249.x, x_249.y, x_249.z, 1.0); |
| let x_254 : vec4<f32> = x_GLF_pos; |
| gl_Position = x_254; |
| return; |
| } |
| |
| struct main_out { |
| @location(0) |
| frag_color_1 : vec4<f32>, |
| @builtin(position) |
| gl_Position : vec4<f32>, |
| } |
| |
| @vertex |
| fn main(@location(0) x_GLF_pos_param : vec4<f32>) -> main_out { |
| x_GLF_pos = x_GLF_pos_param; |
| main_1(); |
| return main_out(frag_color, gl_Position); |
| } |