| struct buf0 { |
| resolution : vec2<f32>; |
| }; |
| |
| @group(0) @binding(0) var<uniform> x_13 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| 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_136 : i32 = i; |
| if ((x_136 < 800)) { |
| } else { |
| break; |
| } |
| let x_139 : i32 = i; |
| if (((x_139 % 32) == 0)) { |
| let x_145 : f32 = result; |
| result = (x_145 + 0.400000006); |
| } else { |
| let x_147 : i32 = i; |
| let x_149 : f32 = *(thirty_two); |
| if (((f32(x_147) % round(x_149)) <= 0.01)) { |
| let x_155 : f32 = result; |
| result = (x_155 + 100.0); |
| } |
| } |
| let x_157 : i32 = i; |
| let x_159 : f32 = *(limit); |
| if ((f32(x_157) >= x_159)) { |
| let x_163 : f32 = result; |
| return x_163; |
| } |
| |
| continuing { |
| let x_164 : i32 = i; |
| i = (x_164 + 1); |
| } |
| } |
| let x_166 : f32 = result; |
| return x_166; |
| } |
| |
| 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; |
| c = vec3<f32>(7.0, 8.0, 9.0); |
| let x_63 : f32 = x_13.resolution.x; |
| thirty_two_1 = round((x_63 / 8.0)); |
| let x_67 : f32 = gl_FragCoord.x; |
| param = x_67; |
| let x_68 : f32 = thirty_two_1; |
| param_1 = x_68; |
| let x_69 : f32 = compute_value_f1_f1_(&(param), &(param_1)); |
| c.x = x_69; |
| let x_72 : f32 = gl_FragCoord.y; |
| param_2 = x_72; |
| let x_73 : f32 = thirty_two_1; |
| param_3 = x_73; |
| let x_74 : f32 = compute_value_f1_f1_(&(param_2), &(param_3)); |
| c.y = x_74; |
| let x_76 : vec3<f32> = c; |
| let x_79 : vec3<f32> = c; |
| let x_87 : mat4x2<f32> = mat4x2<f32>(vec2<f32>(x_79.x, x_79.y), vec2<f32>(x_79.z, 1.0), vec2<f32>(1.0, 0.0), vec2<f32>(1.0, 0.0)); |
| c.z = (((x_76 * mat3x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0)))).x + vec3<f32>(x_87[0u].x, x_87[0u].y, x_87[1u].x).y); |
| i_1 = 0; |
| loop { |
| let x_99 : i32 = i_1; |
| if ((x_99 < 3)) { |
| } else { |
| break; |
| } |
| let x_102 : i32 = i_1; |
| let x_104 : f32 = c[x_102]; |
| if ((x_104 >= 1.0)) { |
| let x_108 : i32 = i_1; |
| let x_109 : i32 = i_1; |
| let x_111 : f32 = c[x_109]; |
| let x_112 : i32 = i_1; |
| let x_114 : f32 = c[x_112]; |
| c[x_108] = (x_111 * x_114); |
| let x_118 : f32 = gl_FragCoord.y; |
| if ((x_118 < 0.0)) { |
| break; |
| } |
| } |
| |
| continuing { |
| let x_122 : i32 = i_1; |
| i_1 = (x_122 + 1); |
| } |
| } |
| let x_124 : vec3<f32> = c; |
| let x_126 : vec3<f32> = normalize(abs(x_124)); |
| x_GLF_color = vec4<f32>(x_126.x, x_126.y, x_126.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); |
| } |