| [[block]] |
| struct buf0 { |
| resolution : vec2<f32>; |
| }; |
| |
| [[block]] |
| struct buf1 { |
| injectionSwitch : vec2<f32>; |
| }; |
| |
| [[group(0), binding(0)]] var<uniform> x_13 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| [[group(0), binding(1)]] var<uniform> x_20 : buf1; |
| |
| fn compute_value_f1_f1_(limit : ptr<function, f32>, thirty_two : ptr<function, f32>) -> f32 { |
| var result : f32; |
| var i : i32; |
| result = -0.5; |
| i = 1; |
| loop { |
| let x_125 : i32 = i; |
| if ((x_125 < 800)) { |
| } else { |
| break; |
| } |
| let x_128 : i32 = i; |
| if (((x_128 % 32) == 0)) { |
| let x_134 : f32 = result; |
| result = (x_134 + 0.400000006); |
| } else { |
| let x_136 : i32 = i; |
| let x_138 : f32 = *(thirty_two); |
| if (((f32(x_136) - (round(x_138) * floor((f32(x_136) / round(x_138))))) <= 0.01)) { |
| let x_144 : f32 = result; |
| result = (x_144 + 100.0); |
| } |
| } |
| let x_146 : i32 = i; |
| let x_148 : f32 = *(limit); |
| if ((f32(x_146) >= x_148)) { |
| let x_152 : f32 = result; |
| return x_152; |
| } |
| |
| continuing { |
| let x_153 : i32 = i; |
| i = (x_153 + 1); |
| } |
| } |
| let x_155 : f32 = result; |
| return x_155; |
| } |
| |
| fn main_1() { |
| var c : vec3<f32>; |
| var thirty_two_1 : f32; |
| var param : f32; |
| var param_1 : f32; |
| var param_2 : f32; |
| var param_3 : f32; |
| var i_1 : i32; |
| var x_58 : vec3<f32>; |
| c = vec3<f32>(7.0, 8.0, 9.0); |
| let x_60 : f32 = x_13.resolution.x; |
| thirty_two_1 = round((x_60 / 8.0)); |
| let x_64 : f32 = gl_FragCoord.x; |
| param = x_64; |
| let x_65 : f32 = thirty_two_1; |
| param_1 = x_65; |
| let x_66 : f32 = compute_value_f1_f1_(&(param), &(param_1)); |
| c.x = x_66; |
| let x_69 : f32 = gl_FragCoord.y; |
| param_2 = x_69; |
| let x_70 : f32 = thirty_two_1; |
| param_3 = x_70; |
| let x_71 : f32 = compute_value_f1_f1_(&(param_2), &(param_3)); |
| c.y = x_71; |
| let x_74 : f32 = c.x; |
| let x_76 : f32 = c.y; |
| c.z = (x_74 + x_76); |
| i_1 = 0; |
| loop { |
| let x_83 : i32 = i_1; |
| if ((x_83 < 3)) { |
| } else { |
| break; |
| } |
| let x_86 : i32 = i_1; |
| let x_88 : f32 = c[x_86]; |
| if ((x_88 >= 1.0)) { |
| let x_92 : i32 = i_1; |
| let x_93 : i32 = i_1; |
| let x_95 : f32 = c[x_93]; |
| let x_96 : i32 = i_1; |
| let x_98 : f32 = c[x_96]; |
| c[x_92] = (x_95 * x_98); |
| } |
| |
| continuing { |
| let x_101 : i32 = i_1; |
| i_1 = (x_101 + 1); |
| } |
| } |
| let x_104 : f32 = x_20.injectionSwitch.x; |
| let x_106 : f32 = x_20.injectionSwitch.y; |
| if ((x_104 < x_106)) { |
| let x_111 : vec3<f32> = c; |
| x_58 = abs(x_111); |
| } else { |
| let x_113 : vec3<f32> = c; |
| x_58 = x_113; |
| } |
| let x_114 : vec3<f32> = x_58; |
| let x_115 : vec3<f32> = normalize(x_114); |
| x_GLF_color = vec4<f32>(x_115.x, x_115.y, x_115.z, 1.0); |
| 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); |
| } |