| 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_41_phi : i32; |
| var x_53_phi : i32; |
| x_41_phi = 0; |
| loop { |
| var x_42 : i32; |
| let x_41 : i32 = x_41_phi; |
| if ((x_41 < 10)) { |
| } else { |
| break; |
| } |
| |
| continuing { |
| let x_49 : f32 = x_9.injectionSwitch.y; |
| data[x_41] = (f32((10 - x_41)) * x_49); |
| x_42 = (x_41 + 1); |
| x_41_phi = x_42; |
| } |
| } |
| x_53_phi = 0; |
| loop { |
| var x_54 : i32; |
| var x_60_phi : i32; |
| let x_53 : i32 = x_53_phi; |
| if ((x_53 < 9)) { |
| } else { |
| break; |
| } |
| x_60_phi = 0; |
| loop { |
| var x_83 : bool; |
| var x_84 : bool; |
| var x_61 : i32; |
| var x_85_phi : bool; |
| let x_60 : i32 = x_60_phi; |
| if ((x_60 < 10)) { |
| } else { |
| break; |
| } |
| if ((x_60 < (x_53 + 1))) { |
| continue; |
| } |
| let x_70_save = x_53; |
| let x_71 : f32 = data[x_70_save]; |
| let x_72_save = x_60; |
| let x_73 : f32 = data[x_72_save]; |
| let x_75 : f32 = gl_FragCoord.y; |
| let x_77 : f32 = x_6.resolution.y; |
| if ((x_75 < (x_77 * 0.5))) { |
| x_83 = (x_71 > x_73); |
| x_85_phi = x_83; |
| } else { |
| x_84 = (x_71 < x_73); |
| x_85_phi = x_84; |
| } |
| let x_85 : bool = x_85_phi; |
| if (x_85) { |
| let x_88 : f32 = data[x_70_save]; |
| let x_89 : f32 = data[x_72_save]; |
| data[x_70_save] = x_89; |
| data[x_72_save] = x_88; |
| } |
| |
| continuing { |
| x_61 = (x_60 + 1); |
| x_60_phi = x_61; |
| } |
| } |
| |
| continuing { |
| x_54 = (x_53 + 1); |
| x_53_phi = x_54; |
| } |
| } |
| let x_91 : f32 = gl_FragCoord.x; |
| let x_93 : f32 = x_6.resolution.x; |
| if ((x_91 < (x_93 * 0.5))) { |
| let x_100 : f32 = data[0]; |
| let x_103 : f32 = data[5]; |
| let x_106 : f32 = data[9]; |
| x_GLF_color = vec4<f32>((x_100 * 0.100000001), (x_103 * 0.100000001), (x_106 * 0.100000001), 1.0); |
| } else { |
| let x_110 : f32 = data[5]; |
| let x_113 : f32 = data[9]; |
| let x_116 : f32 = data[0]; |
| x_GLF_color = vec4<f32>((x_110 * 0.100000001), (x_113 * 0.100000001), (x_116 * 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); |
| } |