blob: 9013c673b10f8fcd709feae3e92239b28cd82ecf [file] [log] [blame]
struct buf0 {
resolution : vec2<f32>,
}
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var indexable : array<vec4<f32>, 16u>;
var x_77 : vec2<i32>;
var x_110 : vec2<i32>;
var x_116 : i32;
var x_77_phi : vec2<i32>;
var x_80_phi : i32;
var x_111_phi : vec2<i32>;
var x_113_phi : vec2<i32>;
let x_56 : vec4<f32> = gl_FragCoord;
let x_59 : vec2<f32> = x_6.resolution;
let x_60 : vec2<f32> = (vec2<f32>(x_56.x, x_56.y) / x_59);
let x_63 : i32 = i32((x_60.x * 8.0));
let x_66 : i32 = i32((x_60.y * 8.0));
let x_75 : vec2<i32> = vec2<i32>(((((x_63 & 5) | (x_66 & 10)) * 8) + ((x_66 & 5) | (x_63 & 10))), 0);
x_77_phi = x_75;
x_80_phi = 0;
loop {
var x_91 : vec2<i32>;
var x_99 : vec2<i32>;
var x_81 : i32;
var x_92_phi : vec2<i32>;
var x_100_phi : vec2<i32>;
x_77 = x_77_phi;
let x_80 : i32 = x_80_phi;
if ((x_80 < 100)) {
} else {
break;
}
x_92_phi = x_77;
if ((x_77.x > 0)) {
x_91 = x_77;
x_91.y = (x_77.y - 1);
x_92_phi = x_91;
}
let x_92 : vec2<i32> = x_92_phi;
x_100_phi = x_92;
if ((x_92.x < 0)) {
x_99 = x_92;
x_99.y = (x_92.y + 1);
x_100_phi = x_99;
}
let x_100 : vec2<i32> = x_100_phi;
var x_78_1 : vec2<i32> = x_100;
x_78_1.x = (x_100.x + (x_100.y / 2));
let x_78 : vec2<i32> = x_78_1;
continuing {
x_81 = (x_80 + 1);
x_77_phi = x_78;
x_80_phi = x_81;
}
}
let x_105 : i32 = x_77.x;
x_111_phi = x_77;
if ((x_105 < 0)) {
x_110 = vec2<i32>();
x_110.x = -(x_105);
x_111_phi = x_110;
}
let x_111 : vec2<i32> = x_111_phi;
x_113_phi = x_111;
loop {
var x_114 : vec2<i32>;
let x_113 : vec2<i32> = x_113_phi;
x_116 = x_113.x;
if ((x_116 > 15)) {
} else {
break;
}
continuing {
x_114 = vec2<i32>();
x_114.x = bitcast<i32>((x_116 - bitcast<i32>(16)));
x_113_phi = x_114;
}
}
indexable = 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_121 : vec4<f32> = indexable[x_116];
x_GLF_color = x_121;
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);
}