| struct QuicksortObject { |
| numbers : array<i32, 10u>, |
| } |
| |
| struct buf0 { |
| resolution : vec2<f32>, |
| } |
| |
| var<private> obj : QuicksortObject; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| @group(0) @binding(0) var<uniform> x_32 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) { |
| var temp : i32; |
| let x_225 : i32 = *(i); |
| let x_227 : i32 = obj.numbers[x_225]; |
| temp = x_227; |
| let x_228 : i32 = *(i); |
| let x_229 : i32 = *(j); |
| let x_231 : i32 = obj.numbers[x_229]; |
| obj.numbers[x_228] = x_231; |
| let x_233 : i32 = *(j); |
| let x_234 : i32 = temp; |
| obj.numbers[x_233] = x_234; |
| 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_237 : i32 = *(h); |
| let x_239 : i32 = obj.numbers[x_237]; |
| pivot = x_239; |
| let x_240 : i32 = *(l); |
| i_1 = (x_240 - 1); |
| let x_242 : i32 = *(l); |
| j_1 = x_242; |
| loop { |
| let x_247 : i32 = j_1; |
| let x_248 : i32 = *(h); |
| if ((x_247 <= (x_248 - 1))) { |
| } else { |
| break; |
| } |
| let x_252 : i32 = j_1; |
| let x_254 : i32 = obj.numbers[x_252]; |
| let x_255 : i32 = pivot; |
| if ((x_254 <= x_255)) { |
| let x_259 : i32 = i_1; |
| i_1 = (x_259 + 1); |
| let x_261 : i32 = i_1; |
| param = x_261; |
| let x_262 : i32 = j_1; |
| param_1 = x_262; |
| swap_i1_i1_(&(param), &(param_1)); |
| } |
| |
| continuing { |
| let x_264 : i32 = j_1; |
| j_1 = (x_264 + 1); |
| } |
| } |
| let x_266 : i32 = i_1; |
| i_1 = (x_266 + 1); |
| let x_268 : i32 = i_1; |
| param_2 = x_268; |
| let x_269 : i32 = *(h); |
| param_3 = x_269; |
| swap_i1_i1_(&(param_2), &(param_3)); |
| let x_271 : i32 = i_1; |
| return x_271; |
| } |
| |
| 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_273 : i32 = top; |
| let x_274 : i32 = (x_273 + 1); |
| top = x_274; |
| let x_275 : i32 = l_1; |
| stack[x_274] = x_275; |
| let x_277 : i32 = top; |
| let x_278 : i32 = (x_277 + 1); |
| top = x_278; |
| let x_279 : i32 = h_1; |
| stack[x_278] = x_279; |
| loop { |
| let x_285 : i32 = top; |
| if ((x_285 >= 0)) { |
| } else { |
| break; |
| } |
| let x_288 : i32 = top; |
| top = (x_288 - 1); |
| let x_291 : i32 = stack[x_288]; |
| h_1 = x_291; |
| let x_292 : i32 = top; |
| top = (x_292 - 1); |
| let x_295 : i32 = stack[x_292]; |
| l_1 = x_295; |
| let x_296 : i32 = l_1; |
| param_4 = x_296; |
| let x_297 : i32 = h_1; |
| param_5 = x_297; |
| let x_298 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); |
| p = x_298; |
| let x_299 : i32 = p; |
| let x_301 : i32 = l_1; |
| if (((x_299 - 1) > x_301)) { |
| let x_305 : i32 = top; |
| let x_306 : i32 = (x_305 + 1); |
| top = x_306; |
| let x_307 : i32 = l_1; |
| stack[x_306] = x_307; |
| let x_309 : i32 = top; |
| let x_310 : i32 = (x_309 + 1); |
| top = x_310; |
| let x_311 : i32 = p; |
| stack[x_310] = (x_311 - 1); |
| } |
| let x_314 : i32 = p; |
| let x_316 : i32 = h_1; |
| if (((x_314 + 1) < x_316)) { |
| let x_320 : i32 = top; |
| let x_321 : i32 = (x_320 + 1); |
| top = x_321; |
| let x_322 : i32 = p; |
| stack[x_321] = (x_322 + 1); |
| let x_325 : i32 = top; |
| let x_326 : i32 = (x_325 + 1); |
| top = x_326; |
| let x_327 : i32 = h_1; |
| stack[x_326] = x_327; |
| } |
| } |
| return; |
| } |
| |
| fn main_1() { |
| var i_2 : i32; |
| var uv : vec2<f32>; |
| var color : vec3<f32>; |
| i_2 = 0; |
| loop { |
| let x_85 : i32 = i_2; |
| if ((x_85 < 10)) { |
| } else { |
| break; |
| } |
| let x_88 : i32 = i_2; |
| let x_89 : i32 = i_2; |
| obj.numbers[x_88] = (10 - x_89); |
| let x_92 : i32 = i_2; |
| let x_93 : i32 = i_2; |
| let x_95 : i32 = obj.numbers[x_93]; |
| let x_96 : i32 = i_2; |
| let x_98 : i32 = obj.numbers[x_96]; |
| obj.numbers[x_92] = (x_95 * x_98); |
| |
| continuing { |
| let x_101 : i32 = i_2; |
| i_2 = (x_101 + 1); |
| } |
| } |
| quicksort_(); |
| let x_104 : vec4<f32> = gl_FragCoord; |
| let x_107 : vec2<f32> = x_32.resolution; |
| uv = (vec2<f32>(x_104.x, x_104.y) / x_107); |
| color = vec3<f32>(1.0, 2.0, 3.0); |
| let x_110 : i32 = obj.numbers[0]; |
| let x_113 : f32 = color.x; |
| color.x = (x_113 + f32(x_110)); |
| let x_117 : f32 = uv.x; |
| if ((x_117 > 0.25)) { |
| let x_122 : i32 = obj.numbers[1]; |
| let x_125 : f32 = color.x; |
| color.x = (x_125 + f32(x_122)); |
| } |
| let x_129 : f32 = uv.x; |
| if ((x_129 > 0.5)) { |
| let x_134 : i32 = obj.numbers[2]; |
| let x_137 : f32 = color.y; |
| color.y = (x_137 + f32(x_134)); |
| } |
| let x_141 : f32 = uv.x; |
| if ((x_141 > 0.75)) { |
| let x_146 : i32 = obj.numbers[3]; |
| let x_149 : f32 = color.z; |
| color.z = (x_149 + f32(x_146)); |
| } |
| let x_153 : i32 = obj.numbers[4]; |
| let x_156 : f32 = color.y; |
| color.y = (x_156 + f32(x_153)); |
| let x_160 : f32 = uv.y; |
| if ((x_160 > 0.25)) { |
| let x_165 : i32 = obj.numbers[5]; |
| let x_168 : f32 = color.x; |
| color.x = (x_168 + f32(x_165)); |
| } |
| let x_172 : f32 = uv.y; |
| if ((x_172 > 0.5)) { |
| let x_177 : i32 = obj.numbers[6]; |
| let x_180 : f32 = color.y; |
| color.y = (x_180 + f32(x_177)); |
| } |
| let x_184 : f32 = uv.y; |
| if ((x_184 > 0.75)) { |
| let x_189 : i32 = obj.numbers[7]; |
| let x_192 : f32 = color.z; |
| color.z = (x_192 + f32(x_189)); |
| } |
| let x_196 : i32 = obj.numbers[8]; |
| let x_199 : f32 = color.z; |
| color.z = (x_199 + f32(x_196)); |
| let x_203 : f32 = uv.x; |
| let x_205 : f32 = uv.y; |
| if ((abs((x_203 - x_205)) < 0.25)) { |
| let x_212 : i32 = obj.numbers[9]; |
| let x_215 : f32 = color.x; |
| color.x = (x_215 + f32(x_212)); |
| } |
| let x_218 : vec3<f32> = color; |
| let x_219 : vec3<f32> = normalize(x_218); |
| x_GLF_color = vec4<f32>(x_219.x, x_219.y, x_219.z, 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); |
| } |