| struct QuicksortObject { |
| numbers : array<i32, 10u>, |
| } |
| |
| struct buf0 { |
| 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_34 : buf0; |
| |
| 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_239 : i32 = *(i); |
| let x_241 : i32 = obj.numbers[x_239]; |
| temp = x_241; |
| let x_242 : i32 = *(i); |
| let x_243 : i32 = *(j); |
| let x_245 : i32 = obj.numbers[x_243]; |
| obj.numbers[x_242] = x_245; |
| let x_247 : i32 = *(j); |
| let x_248 : i32 = temp; |
| obj.numbers[x_247] = x_248; |
| 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_251 : i32 = *(h); |
| let x_253 : i32 = obj.numbers[x_251]; |
| pivot = x_253; |
| let x_254 : i32 = *(l); |
| i_1 = (x_254 - 1); |
| let x_256 : i32 = *(l); |
| j_1 = x_256; |
| loop { |
| let x_261 : i32 = j_1; |
| let x_262 : i32 = *(h); |
| if ((x_261 <= (x_262 - 1))) { |
| } else { |
| break; |
| } |
| let x_266 : i32 = j_1; |
| let x_268 : i32 = obj.numbers[x_266]; |
| let x_269 : i32 = pivot; |
| if ((x_268 <= x_269)) { |
| let x_273 : i32 = i_1; |
| i_1 = (x_273 + 1); |
| let x_275 : i32 = i_1; |
| param = x_275; |
| let x_276 : i32 = j_1; |
| param_1 = x_276; |
| swap_i1_i1_(&(param), &(param_1)); |
| } |
| |
| continuing { |
| let x_278 : i32 = j_1; |
| j_1 = (x_278 + 1); |
| } |
| } |
| let x_280 : i32 = i_1; |
| param_2 = (x_280 + 1); |
| let x_282 : i32 = *(h); |
| param_3 = x_282; |
| swap_i1_i1_(&(param_2), &(param_3)); |
| let x_284 : i32 = i_1; |
| return (x_284 + 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_287 : i32 = top; |
| let x_288 : i32 = (x_287 + 1); |
| top = x_288; |
| let x_289 : i32 = l_1; |
| stack[x_288] = x_289; |
| let x_291 : i32 = top; |
| let x_292 : i32 = (x_291 + 1); |
| top = x_292; |
| let x_293 : i32 = h_1; |
| stack[x_292] = x_293; |
| loop { |
| let x_299 : i32 = top; |
| if ((x_299 >= 0)) { |
| } else { |
| break; |
| } |
| let x_302 : i32 = top; |
| top = (x_302 - 1); |
| let x_305 : i32 = stack[x_302]; |
| h_1 = x_305; |
| let x_306 : i32 = top; |
| top = (x_306 - 1); |
| let x_309 : i32 = stack[x_306]; |
| l_1 = x_309; |
| let x_310 : i32 = l_1; |
| param_4 = x_310; |
| let x_311 : i32 = h_1; |
| param_5 = x_311; |
| let x_312 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); |
| p = x_312; |
| let x_313 : i32 = p; |
| let x_315 : i32 = l_1; |
| if (((x_313 - 1) > x_315)) { |
| let x_319 : i32 = top; |
| let x_320 : i32 = (x_319 + 1); |
| top = x_320; |
| let x_321 : i32 = l_1; |
| stack[x_320] = x_321; |
| let x_323 : i32 = top; |
| let x_324 : i32 = (x_323 + 1); |
| top = x_324; |
| let x_325 : i32 = p; |
| stack[x_324] = (x_325 - 1); |
| } |
| let x_328 : i32 = p; |
| let x_330 : i32 = h_1; |
| if (((x_328 + 1) < x_330)) { |
| 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 = top; |
| let x_340 : i32 = (x_339 + 1); |
| top = x_340; |
| let x_341 : i32 = h_1; |
| stack[x_340] = x_341; |
| } |
| } |
| return; |
| } |
| |
| fn main_1() { |
| var i_2 : i32; |
| var uv : vec2<f32>; |
| var color : vec3<f32>; |
| let x_90 : vec4<f32> = x_GLF_pos; |
| x_GLF_FragCoord = ((x_90 + 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_97 : i32 = i_2; |
| if ((x_97 < 10)) { |
| } else { |
| break; |
| } |
| let x_100 : i32 = i_2; |
| let x_101 : i32 = i_2; |
| obj.numbers[x_100] = (10 - x_101); |
| let x_104 : i32 = i_2; |
| let x_105 : i32 = i_2; |
| let x_107 : i32 = obj.numbers[x_105]; |
| let x_108 : i32 = i_2; |
| let x_110 : i32 = obj.numbers[x_108]; |
| obj.numbers[x_104] = (x_107 * x_110); |
| |
| continuing { |
| let x_113 : i32 = i_2; |
| i_2 = (x_113 + 1); |
| } |
| } |
| quicksort_(); |
| let x_116 : vec4<f32> = x_GLF_FragCoord; |
| let x_119 : vec2<f32> = x_34.resolution; |
| uv = (vec2<f32>(x_116.x, x_116.y) / x_119); |
| color = vec3<f32>(1.0, 2.0, 3.0); |
| let x_122 : i32 = obj.numbers[0]; |
| let x_125 : f32 = color.x; |
| color.x = (x_125 + f32(x_122)); |
| let x_129 : f32 = uv.x; |
| if ((x_129 > 0.25)) { |
| let x_134 : i32 = obj.numbers[1]; |
| let x_137 : f32 = color.x; |
| color.x = (x_137 + f32(x_134)); |
| } |
| let x_141 : f32 = uv.x; |
| if ((x_141 > 0.5)) { |
| let x_146 : i32 = obj.numbers[2]; |
| let x_149 : f32 = color.y; |
| color.y = (x_149 + f32(x_146)); |
| } |
| let x_153 : f32 = uv.x; |
| if ((x_153 > 0.75)) { |
| let x_158 : i32 = obj.numbers[3]; |
| let x_161 : f32 = color.z; |
| color.z = (x_161 + f32(x_158)); |
| } |
| let x_165 : i32 = obj.numbers[4]; |
| let x_168 : f32 = color.y; |
| color.y = (x_168 + f32(x_165)); |
| let x_172 : f32 = uv.y; |
| if ((x_172 > 0.25)) { |
| let x_177 : i32 = obj.numbers[5]; |
| let x_180 : f32 = color.x; |
| color.x = (x_180 + f32(x_177)); |
| } |
| let x_184 : f32 = uv.y; |
| if ((x_184 > 0.5)) { |
| let x_189 : i32 = obj.numbers[6]; |
| let x_192 : f32 = color.y; |
| color.y = (x_192 + f32(x_189)); |
| } |
| let x_196 : f32 = uv.y; |
| if ((x_196 > 0.75)) { |
| let x_201 : i32 = obj.numbers[7]; |
| let x_204 : f32 = color.z; |
| color.z = (x_204 + f32(x_201)); |
| } |
| let x_208 : i32 = obj.numbers[8]; |
| let x_211 : f32 = color.z; |
| color.z = (x_211 + f32(x_208)); |
| let x_215 : f32 = uv.x; |
| let x_217 : f32 = uv.y; |
| if ((abs((x_215 - x_217)) < 0.25)) { |
| let x_224 : i32 = obj.numbers[9]; |
| let x_227 : f32 = color.x; |
| color.x = (x_227 + f32(x_224)); |
| } |
| let x_230 : vec3<f32> = color; |
| let x_231 : vec3<f32> = normalize(x_230); |
| frag_color = vec4<f32>(x_231.x, x_231.y, x_231.z, 1.0); |
| let x_236 : vec4<f32> = x_GLF_pos; |
| gl_Position = x_236; |
| 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); |
| } |