| 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 x_81 : array<vec4<f32>, 8u> = array<vec4<f32>, 8u>(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0)); |
| var x_82 : array<vec4<f32>, 8u>; |
| var x_83 : array<vec4<f32>, 8u>; |
| var x_84 : array<vec4<f32>, 8u>; |
| var x_85 : array<vec4<f32>, 16u>; |
| var x_95 : vec4<f32>; |
| var x_95_phi : vec4<f32>; |
| var x_98_phi : i32; |
| x_81 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_86 : array<vec4<f32>, 8u> = x_81; |
| let x_87 : vec4<f32> = gl_FragCoord; |
| let x_90 : vec2<f32> = x_6.resolution; |
| let x_93 : vec2<f32> = floor(((vec2<f32>(x_87.x, x_87.y) / x_90) * 32.0)); |
| x_95_phi = vec4<f32>(0.5, 0.5, 1.0, 1.0); |
| x_98_phi = 0; |
| loop { |
| var x_143 : vec4<f32>; |
| var x_99 : i32; |
| var x_127_phi : bool; |
| var x_96_phi : vec4<f32>; |
| x_95 = x_95_phi; |
| let x_98 : i32 = x_98_phi; |
| if ((x_98 < 8)) { |
| } else { |
| break; |
| } |
| var x_104 : vec4<f32>; |
| x_82 = x_86; |
| x_104 = x_82[x_98]; |
| switch(0u) { |
| default: { |
| let x_107 : f32 = x_93.x; |
| let x_108 : f32 = x_104.x; |
| if ((x_107 < x_108)) { |
| x_127_phi = false; |
| break; |
| } |
| let x_112 : f32 = x_93.y; |
| let x_113 : f32 = x_104.y; |
| if ((x_112 < x_113)) { |
| x_127_phi = false; |
| break; |
| } |
| if ((x_107 > (x_108 + x_104.z))) { |
| x_127_phi = false; |
| break; |
| } |
| if ((x_112 > (x_113 + x_104.w))) { |
| x_127_phi = false; |
| break; |
| } |
| x_127_phi = true; |
| } |
| } |
| let x_127 : bool = x_127_phi; |
| x_96_phi = x_95; |
| if (x_127) { |
| x_83 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_131 : f32 = x_83[x_98].x; |
| x_84 = array<vec4<f32>, 8u>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_134 : f32 = x_84[x_98].y; |
| let x_135 : array<vec4<f32>, 8u> = x_81; |
| x_81 = array<vec4<f32>, 8u>(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0)); |
| x_81 = x_135; |
| x_85 = 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)); |
| x_143 = x_85[((((i32(x_131) * i32(x_134)) + (x_98 * 9)) + 11) % 16)]; |
| x_96_phi = x_143; |
| } |
| let x_96 : vec4<f32> = x_96_phi; |
| |
| continuing { |
| x_99 = (x_98 + 1); |
| x_95_phi = x_96; |
| x_98_phi = x_99; |
| } |
| } |
| x_GLF_color = x_95; |
| 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); |
| } |