| struct buf0 { |
| resolution : vec2<f32>, |
| } |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| @group(0) @binding(0) var<uniform> x_20 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| var<private> index : i32; |
| |
| var<private> state : array<i32, 16u>; |
| |
| fn collision_vf2_vf4_(pos : ptr<function, vec2<f32>>, quad : ptr<function, vec4<f32>>) -> bool { |
| let x_114 : f32 = (*(pos)).x; |
| let x_116 : f32 = (*(quad)).x; |
| if ((x_114 < x_116)) { |
| return false; |
| } |
| let x_121 : f32 = (*(pos)).y; |
| let x_123 : f32 = (*(quad)).y; |
| if ((x_121 < x_123)) { |
| return false; |
| } |
| let x_128 : f32 = (*(pos)).x; |
| let x_130 : f32 = (*(quad)).x; |
| let x_132 : f32 = (*(quad)).z; |
| if ((x_128 > (x_130 + x_132))) { |
| return false; |
| } |
| let x_138 : f32 = (*(pos)).y; |
| let x_140 : f32 = (*(quad)).y; |
| let x_142 : f32 = (*(quad)).w; |
| if ((x_138 > (x_140 + x_142))) { |
| return false; |
| } |
| return true; |
| } |
| |
| fn match_vf2_(pos_1 : ptr<function, vec2<f32>>) -> vec4<f32> { |
| var res : vec4<f32>; |
| var i : i32; |
| var param : vec2<f32>; |
| var param_1 : vec4<f32>; |
| var indexable : array<vec4<f32>, 8u>; |
| var indexable_1 : array<vec4<f32>, 8u>; |
| var indexable_2 : array<vec4<f32>, 8u>; |
| var indexable_3 : array<vec4<f32>, 16u>; |
| res = vec4<f32>(0.5, 0.5, 1.0, 1.0); |
| i = 0; |
| loop { |
| let x_152 : i32 = i; |
| if ((x_152 < 8)) { |
| } else { |
| break; |
| } |
| let x_155 : i32 = i; |
| let x_156 : vec2<f32> = *(pos_1); |
| param = x_156; |
| indexable = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_158 : vec4<f32> = indexable[x_155]; |
| param_1 = x_158; |
| let x_159 : bool = collision_vf2_vf4_(&(param), &(param_1)); |
| if (x_159) { |
| let x_162 : i32 = i; |
| indexable_1 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_164 : f32 = indexable_1[x_162].x; |
| let x_166 : i32 = i; |
| indexable_2 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_168 : f32 = indexable_2[x_166].y; |
| let x_171 : i32 = i; |
| indexable_3 = array<vec4<f32>, 16u>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0)); |
| let x_177 : vec4<f32> = indexable_3[((((i32(x_164) * i32(x_168)) + (x_171 * 9)) + 11) % 16)]; |
| res = x_177; |
| } |
| |
| continuing { |
| let x_178 : i32 = i; |
| i = (x_178 + 1); |
| } |
| } |
| let x_180 : vec4<f32> = res; |
| return x_180; |
| } |
| |
| fn main_1() { |
| var lin : vec2<f32>; |
| var param_2 : vec2<f32>; |
| let x_102 : vec4<f32> = gl_FragCoord; |
| let x_105 : vec2<f32> = x_20.resolution; |
| lin = (vec2<f32>(x_102.x, x_102.y) / x_105); |
| let x_107 : vec2<f32> = lin; |
| lin = floor((x_107 * 32.0)); |
| let x_110 : vec2<f32> = lin; |
| param_2 = x_110; |
| let x_111 : vec4<f32> = match_vf2_(&(param_2)); |
| x_GLF_color = x_111; |
| return; |
| } |
| |
| struct main_out { |
| @location(0) |
| x_GLF_color_1 : vec4<f32>, |
| } |
| |
| @stage(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); |
| } |