| 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>, x_228 : mat3x3<f32>) { |
| var temp : i32; |
| let x_230 : i32 = *(i); |
| let x_232 : i32 = obj.numbers[x_230]; |
| temp = x_232; |
| let x_233 : i32 = *(i); |
| let x_234 : i32 = *(j); |
| let x_236 : i32 = obj.numbers[x_234]; |
| obj.numbers[x_233] = x_236; |
| let x_238 : i32 = *(j); |
| let x_239 : i32 = temp; |
| obj.numbers[x_238] = x_239; |
| 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_242 : i32 = *(h); |
| let x_244 : i32 = obj.numbers[x_242]; |
| pivot = x_244; |
| let x_245 : i32 = *(l); |
| i_1 = (x_245 - 1); |
| let x_247 : i32 = *(l); |
| j_1 = x_247; |
| loop { |
| let x_252 : i32 = j_1; |
| let x_253 : i32 = *(h); |
| if ((x_252 <= (x_253 - 1))) { |
| } else { |
| break; |
| } |
| let x_257 : i32 = j_1; |
| let x_259 : i32 = obj.numbers[x_257]; |
| let x_260 : i32 = pivot; |
| if ((x_259 <= x_260)) { |
| let x_264 : i32 = i_1; |
| i_1 = (x_264 + 1); |
| let x_266 : i32 = i_1; |
| param = x_266; |
| let x_267 : i32 = j_1; |
| param_1 = x_267; |
| swap_i1_i1_(&(param), &(param_1), mat3x3<f32>(vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0))); |
| } |
| |
| continuing { |
| let x_269 : i32 = j_1; |
| j_1 = (x_269 + 1); |
| } |
| } |
| let x_271 : i32 = i_1; |
| i_1 = (x_271 + 1); |
| let x_273 : i32 = i_1; |
| param_2 = x_273; |
| let x_274 : i32 = *(h); |
| param_3 = x_274; |
| swap_i1_i1_(&(param_2), &(param_3), mat3x3<f32>(vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0), vec3<f32>(0.0, 0.0, 0.0))); |
| let x_276 : i32 = i_1; |
| return x_276; |
| } |
| |
| 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_278 : i32 = top; |
| let x_279 : i32 = (x_278 + 1); |
| top = x_279; |
| let x_280 : i32 = l_1; |
| stack[x_279] = x_280; |
| let x_282 : i32 = top; |
| let x_283 : i32 = (x_282 + 1); |
| top = x_283; |
| let x_284 : i32 = h_1; |
| stack[x_283] = x_284; |
| loop { |
| let x_290 : i32 = top; |
| if ((x_290 >= 0)) { |
| } else { |
| break; |
| } |
| let x_293 : i32 = top; |
| top = (x_293 - 1); |
| let x_296 : i32 = stack[x_293]; |
| h_1 = x_296; |
| let x_297 : i32 = top; |
| top = (x_297 - 1); |
| let x_300 : i32 = stack[x_297]; |
| l_1 = x_300; |
| let x_301 : i32 = l_1; |
| param_4 = x_301; |
| let x_302 : i32 = h_1; |
| param_5 = x_302; |
| let x_303 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); |
| p = x_303; |
| let x_304 : i32 = p; |
| let x_306 : i32 = l_1; |
| if (((x_304 - 1) > x_306)) { |
| let x_310 : i32 = top; |
| let x_311 : i32 = (x_310 + 1); |
| top = x_311; |
| let x_312 : i32 = l_1; |
| stack[x_311] = x_312; |
| let x_314 : i32 = top; |
| let x_315 : i32 = (x_314 + 1); |
| top = x_315; |
| let x_316 : i32 = p; |
| stack[x_315] = (x_316 - 1); |
| } |
| let x_319 : i32 = p; |
| let x_321 : i32 = h_1; |
| if (((x_319 + 1) < x_321)) { |
| let x_325 : i32 = top; |
| let x_326 : i32 = (x_325 + 1); |
| top = x_326; |
| let x_327 : i32 = p; |
| stack[x_326] = (x_327 + 1); |
| let x_330 : i32 = top; |
| let x_331 : i32 = (x_330 + 1); |
| top = x_331; |
| let x_332 : i32 = h_1; |
| stack[x_331] = x_332; |
| } |
| } |
| return; |
| } |
| |
| fn main_1() { |
| var i_2 : i32; |
| var uv : vec2<f32>; |
| var color : vec3<f32>; |
| i_2 = 0; |
| loop { |
| let x_89 : i32 = i_2; |
| if ((x_89 < 10)) { |
| } else { |
| break; |
| } |
| let x_92 : i32 = i_2; |
| let x_93 : i32 = i_2; |
| obj.numbers[x_92] = (10 - x_93); |
| let x_96 : i32 = i_2; |
| let x_97 : i32 = i_2; |
| let x_99 : i32 = obj.numbers[x_97]; |
| let x_100 : i32 = i_2; |
| let x_102 : i32 = obj.numbers[x_100]; |
| obj.numbers[x_96] = (x_99 * x_102); |
| |
| continuing { |
| let x_105 : i32 = i_2; |
| i_2 = (x_105 + 1); |
| } |
| } |
| quicksort_(); |
| let x_108 : vec4<f32> = gl_FragCoord; |
| let x_111 : vec2<f32> = x_32.resolution; |
| uv = (vec2<f32>(x_108.x, x_108.y) / x_111); |
| color = vec3<f32>(1.0, 2.0, 3.0); |
| let x_114 : i32 = obj.numbers[0]; |
| let x_117 : f32 = color.x; |
| color.x = (x_117 + f32(x_114)); |
| let x_121 : f32 = uv.x; |
| if ((x_121 > 0.25)) { |
| let x_126 : i32 = obj.numbers[1]; |
| let x_129 : f32 = color.x; |
| color.x = (x_129 + f32(x_126)); |
| } |
| let x_133 : f32 = uv.x; |
| if ((x_133 > 0.5)) { |
| let x_138 : i32 = obj.numbers[2]; |
| let x_141 : f32 = color.y; |
| color.y = (x_141 + f32(x_138)); |
| } |
| let x_145 : f32 = uv.x; |
| if ((x_145 > 0.75)) { |
| let x_150 : i32 = obj.numbers[3]; |
| let x_153 : f32 = color.z; |
| color.z = (x_153 + f32(x_150)); |
| } |
| let x_157 : i32 = obj.numbers[4]; |
| let x_160 : f32 = color.y; |
| color.y = (x_160 + f32(x_157)); |
| let x_164 : f32 = uv.y; |
| if ((x_164 > 0.25)) { |
| let x_169 : i32 = obj.numbers[5]; |
| let x_172 : f32 = color.x; |
| color.x = (x_172 + f32(x_169)); |
| } |
| let x_176 : f32 = uv.y; |
| if ((x_176 > 0.5)) { |
| let x_181 : i32 = obj.numbers[6]; |
| let x_184 : f32 = color.y; |
| color.y = (x_184 + f32(x_181)); |
| } |
| let x_188 : f32 = uv.y; |
| if ((x_188 > 0.75)) { |
| let x_193 : i32 = obj.numbers[7]; |
| let x_196 : f32 = color.z; |
| color.z = (x_196 + f32(x_193)); |
| } |
| let x_200 : i32 = obj.numbers[8]; |
| let x_203 : f32 = color.z; |
| color.z = (x_203 + f32(x_200)); |
| let x_207 : f32 = uv.x; |
| let x_209 : f32 = uv.y; |
| if ((abs((x_207 - x_209)) < 0.25)) { |
| let x_216 : i32 = obj.numbers[9]; |
| let x_219 : f32 = color.x; |
| color.x = (x_219 + f32(x_216)); |
| } |
| let x_222 : vec3<f32> = color; |
| let x_223 : vec3<f32> = normalize(x_222); |
| x_GLF_color = vec4<f32>(x_223.x, x_223.y, x_223.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); |
| } |