| struct buf1 { |
| resolution : vec2<f32>, |
| } |
| |
| struct buf0 { |
| injectionSwitch : vec2<f32>, |
| } |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| @group(0) @binding(1) var<uniform> x_6 : buf1; |
| |
| @group(0) @binding(0) var<uniform> x_9 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var data : array<f32, 10u>; |
| var x_40_phi : i32; |
| var x_52_phi : i32; |
| x_40_phi = 0; |
| loop { |
| var x_41 : i32; |
| let x_40 : i32 = x_40_phi; |
| if ((x_40 < 10)) { |
| } else { |
| break; |
| } |
| |
| continuing { |
| let x_48 : f32 = x_9.injectionSwitch.y; |
| data[x_40] = (f32((10 - x_40)) * x_48); |
| x_41 = (x_40 + 1); |
| x_40_phi = x_41; |
| } |
| } |
| x_52_phi = 0; |
| loop { |
| var x_53 : i32; |
| var x_59_phi : i32; |
| let x_52 : i32 = x_52_phi; |
| if ((x_52 < 9)) { |
| } else { |
| break; |
| } |
| x_59_phi = 0; |
| loop { |
| var x_82 : bool; |
| var x_83 : bool; |
| var x_60 : i32; |
| var x_84_phi : bool; |
| let x_59 : i32 = x_59_phi; |
| if ((x_59 < 10)) { |
| } else { |
| break; |
| } |
| if ((x_59 < (x_52 + 1))) { |
| continue; |
| } |
| let x_69_save = x_52; |
| let x_70 : f32 = data[x_69_save]; |
| let x_71_save = x_59; |
| let x_72 : f32 = data[x_71_save]; |
| let x_74 : f32 = gl_FragCoord.y; |
| let x_76 : f32 = x_6.resolution.y; |
| if ((x_74 < (x_76 * 0.5))) { |
| x_82 = (x_70 > x_72); |
| x_84_phi = x_82; |
| } else { |
| x_83 = (x_70 < x_72); |
| x_84_phi = x_83; |
| } |
| let x_84 : bool = x_84_phi; |
| if (x_84) { |
| let x_87 : f32 = data[x_69_save]; |
| let x_88 : f32 = data[x_71_save]; |
| data[x_69_save] = x_88; |
| data[x_71_save] = x_87; |
| } |
| |
| continuing { |
| x_60 = (x_59 + 1); |
| x_59_phi = x_60; |
| } |
| } |
| |
| continuing { |
| x_53 = (x_52 + 1); |
| x_52_phi = x_53; |
| } |
| } |
| let x_90 : f32 = gl_FragCoord.x; |
| let x_92 : f32 = x_6.resolution.x; |
| if ((x_90 < (x_92 * 0.5))) { |
| let x_99 : f32 = data[0]; |
| let x_102 : f32 = data[5]; |
| let x_105 : f32 = data[9]; |
| x_GLF_color = vec4<f32>((x_99 * 0.100000001), (x_102 * 0.100000001), (x_105 * 0.100000001), 1.0); |
| } else { |
| let x_109 : f32 = data[5]; |
| let x_112 : f32 = data[9]; |
| let x_115 : f32 = data[0]; |
| x_GLF_color = vec4<f32>((x_109 * 0.100000001), (x_112 * 0.100000001), (x_115 * 0.100000001), 1.0); |
| } |
| return; |
| } |
| |
| struct main_out { |
| @location(0) |
| x_GLF_color_1 : vec4<f32>, |
| } |
| |
| @fragment |
| fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out { |
| gl_FragCoord = gl_FragCoord_param; |
| main_1(); |
| return main_out(x_GLF_color); |
| } |