| struct QuicksortObject { |
| numbers : array<i32, 10u>, |
| } |
| |
| struct buf0 { |
| injectionSwitch : vec2<f32>, |
| } |
| |
| struct buf1 { |
| resolution : vec2<f32>, |
| } |
| |
| var<private> obj : QuicksortObject; |
| |
| var<private> x_GLF_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_pos : vec4<f32>; |
| |
| @group(0) @binding(0) var<uniform> x_33 : buf0; |
| |
| @group(0) @binding(1) var<uniform> x_36 : buf1; |
| |
| 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_250 : i32 = *(i); |
| let x_252 : i32 = obj.numbers[x_250]; |
| temp = x_252; |
| let x_253 : i32 = *(i); |
| let x_254 : i32 = *(j); |
| let x_256 : i32 = obj.numbers[x_254]; |
| obj.numbers[x_253] = x_256; |
| let x_258 : i32 = *(j); |
| let x_259 : i32 = temp; |
| obj.numbers[x_258] = x_259; |
| 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_262 : i32 = *(h); |
| let x_264 : i32 = obj.numbers[x_262]; |
| pivot = x_264; |
| let x_265 : i32 = *(l); |
| i_1 = (x_265 - 1); |
| let x_267 : i32 = *(l); |
| j_1 = x_267; |
| loop { |
| let x_272 : i32 = j_1; |
| let x_273 : i32 = *(h); |
| if ((x_272 <= (x_273 - 1))) { |
| } else { |
| break; |
| } |
| let x_277 : i32 = j_1; |
| let x_279 : i32 = obj.numbers[x_277]; |
| let x_280 : i32 = pivot; |
| if ((x_279 <= x_280)) { |
| let x_284 : i32 = i_1; |
| i_1 = (x_284 + 1); |
| let x_286 : i32 = i_1; |
| param = x_286; |
| let x_287 : i32 = j_1; |
| param_1 = x_287; |
| swap_i1_i1_(&(param), &(param_1)); |
| } |
| |
| continuing { |
| let x_289 : i32 = j_1; |
| j_1 = (x_289 + 1); |
| } |
| } |
| let x_291 : i32 = i_1; |
| param_2 = (x_291 + 1); |
| let x_293 : i32 = *(h); |
| param_3 = x_293; |
| swap_i1_i1_(&(param_2), &(param_3)); |
| let x_295 : i32 = i_1; |
| return (x_295 + 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_298 : i32 = top; |
| let x_299 : i32 = (x_298 + 1); |
| top = x_299; |
| let x_300 : i32 = l_1; |
| stack[x_299] = x_300; |
| let x_302 : i32 = top; |
| let x_303 : i32 = (x_302 + 1); |
| top = x_303; |
| let x_304 : i32 = h_1; |
| stack[x_303] = x_304; |
| loop { |
| let x_310 : i32 = top; |
| if ((x_310 >= 0)) { |
| } else { |
| break; |
| } |
| let x_313 : i32 = top; |
| top = (x_313 - 1); |
| let x_316 : i32 = stack[x_313]; |
| h_1 = x_316; |
| let x_317 : i32 = top; |
| top = (x_317 - 1); |
| let x_320 : i32 = stack[x_317]; |
| l_1 = x_320; |
| let x_321 : i32 = l_1; |
| param_4 = x_321; |
| let x_322 : i32 = h_1; |
| param_5 = x_322; |
| let x_323 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); |
| p = x_323; |
| let x_324 : i32 = p; |
| let x_326 : i32 = l_1; |
| if (((x_324 - 1) > x_326)) { |
| let x_330 : i32 = top; |
| let x_331 : i32 = (x_330 + 1); |
| top = x_331; |
| let x_332 : i32 = l_1; |
| stack[x_331] = x_332; |
| let x_334 : i32 = top; |
| let x_335 : i32 = (x_334 + 1); |
| top = x_335; |
| let x_336 : i32 = p; |
| stack[x_335] = (x_336 - 1); |
| } |
| let x_339 : i32 = p; |
| let x_341 : i32 = h_1; |
| if (((x_339 + 1) < x_341)) { |
| let x_345 : i32 = top; |
| let x_346 : i32 = (x_345 + 1); |
| top = x_346; |
| let x_347 : i32 = p; |
| stack[x_346] = (x_347 + 1); |
| let x_350 : i32 = top; |
| let x_351 : i32 = (x_350 + 1); |
| top = x_351; |
| let x_352 : i32 = h_1; |
| stack[x_351] = x_352; |
| } |
| } |
| 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_109 : f32 = x_33.injectionSwitch.x; |
| let x_111 : f32 = x_33.injectionSwitch.y; |
| if ((x_109 > x_111)) { |
| break; |
| } |
| let x_115 : i32 = i_2; |
| let x_116 : i32 = i_2; |
| let x_118 : i32 = obj.numbers[x_116]; |
| let x_119 : i32 = i_2; |
| let x_121 : i32 = obj.numbers[x_119]; |
| obj.numbers[x_115] = (x_118 * x_121); |
| |
| continuing { |
| let x_124 : i32 = i_2; |
| i_2 = (x_124 + 1); |
| } |
| } |
| quicksort_(); |
| let x_127 : vec4<f32> = x_GLF_FragCoord; |
| let x_130 : vec2<f32> = x_36.resolution; |
| uv = (vec2<f32>(x_127.x, x_127.y) / x_130); |
| color = vec3<f32>(1.0, 2.0, 3.0); |
| let x_133 : i32 = obj.numbers[0]; |
| let x_136 : f32 = color.x; |
| color.x = (x_136 + f32(x_133)); |
| let x_140 : f32 = uv.x; |
| if ((x_140 > 0.25)) { |
| let x_145 : i32 = obj.numbers[1]; |
| let x_148 : f32 = color.x; |
| color.x = (x_148 + f32(x_145)); |
| } |
| let x_152 : f32 = uv.x; |
| if ((x_152 > 0.5)) { |
| let x_157 : i32 = obj.numbers[2]; |
| let x_160 : f32 = color.y; |
| color.y = (x_160 + f32(x_157)); |
| } |
| let x_164 : f32 = uv.x; |
| if ((x_164 > 0.75)) { |
| let x_169 : i32 = obj.numbers[3]; |
| let x_172 : f32 = color.z; |
| color.z = (x_172 + f32(x_169)); |
| } |
| let x_176 : i32 = obj.numbers[4]; |
| let x_179 : f32 = color.y; |
| color.y = (x_179 + f32(x_176)); |
| let x_183 : f32 = uv.y; |
| if ((x_183 > 0.25)) { |
| let x_188 : i32 = obj.numbers[5]; |
| let x_191 : f32 = color.x; |
| color.x = (x_191 + f32(x_188)); |
| } |
| let x_195 : f32 = uv.y; |
| if ((x_195 > 0.5)) { |
| let x_200 : i32 = obj.numbers[6]; |
| let x_203 : f32 = color.y; |
| color.y = (x_203 + f32(x_200)); |
| } |
| let x_207 : f32 = uv.y; |
| if ((x_207 > 0.75)) { |
| let x_212 : i32 = obj.numbers[7]; |
| let x_215 : f32 = color.z; |
| color.z = (x_215 + f32(x_212)); |
| } |
| let x_219 : i32 = obj.numbers[8]; |
| let x_222 : f32 = color.z; |
| color.z = (x_222 + f32(x_219)); |
| let x_226 : f32 = uv.x; |
| let x_228 : f32 = uv.y; |
| if ((abs((x_226 - x_228)) < 0.25)) { |
| let x_235 : i32 = obj.numbers[9]; |
| let x_238 : f32 = color.x; |
| color.x = (x_238 + f32(x_235)); |
| } |
| let x_241 : vec3<f32> = color; |
| let x_242 : vec3<f32> = normalize(x_241); |
| frag_color = vec4<f32>(x_242.x, x_242.y, x_242.z, 1.0); |
| let x_247 : vec4<f32> = x_GLF_pos; |
| gl_Position = x_247; |
| 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); |
| } |