blob: 6ae4e0d7b356ad89bdfa13ba48256a35a6fe4b48 [file] [log] [blame] [edit]
struct buf0 {
resolution : vec2<f32>,
}
@group(0) @binding(0) var<uniform> x_7 : buf0;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var c : vec3<f32>;
var x_51 : f32;
var x_55 : f32;
var x_56 : f32;
var x_81 : f32;
var x_82 : f32;
var x_118 : f32;
var x_119 : f32;
var x_55_phi : f32;
var x_58_phi : i32;
var x_81_phi : f32;
var x_82_phi : f32;
var x_83_phi : bool;
var x_85_phi : f32;
var x_122_phi : f32;
var x_129_phi : i32;
c = vec3<f32>(7.0, 8.0, 9.0);
let x_47 : f32 = x_7.resolution.x;
let x_49 : f32 = round((x_47 * 0.125));
x_51 = gl_FragCoord.x;
switch(0u) {
default: {
x_55_phi = -0.5;
x_58_phi = 1;
loop {
var x_68 : f32;
var x_76 : f32;
var x_59 : i32;
var x_56_phi : f32;
x_55 = x_55_phi;
let x_58 : i32 = x_58_phi;
x_81_phi = 0.0;
x_82_phi = x_55;
x_83_phi = false;
if ((x_58 < 800)) {
} else {
break;
}
var x_75 : f32;
var x_76_phi : f32;
if (((x_58 % 32) == 0)) {
x_68 = (x_55 + 0.400000006);
x_56_phi = x_68;
} else {
x_76_phi = x_55;
if (((f32(x_58) - (round(x_49) * floor((f32(x_58) / round(x_49))))) <= 0.01)) {
x_75 = (x_55 + 100.0);
x_76_phi = x_75;
}
x_76 = x_76_phi;
x_56_phi = x_76;
}
x_56 = x_56_phi;
if ((f32(x_58) >= x_51)) {
x_81_phi = x_56;
x_82_phi = x_56;
x_83_phi = true;
break;
}
continuing {
x_59 = (x_58 + 1);
x_55_phi = x_56;
x_58_phi = x_59;
}
}
x_81 = x_81_phi;
x_82 = x_82_phi;
let x_83 : bool = x_83_phi;
x_85_phi = x_81;
if (x_83) {
break;
}
x_85_phi = x_82;
}
}
var x_88 : f32;
var x_92 : f32;
var x_93 : f32;
var x_92_phi : f32;
var x_95_phi : i32;
var x_118_phi : f32;
var x_119_phi : f32;
var x_120_phi : bool;
let x_85 : f32 = x_85_phi;
c.x = x_85;
x_88 = gl_FragCoord.y;
switch(0u) {
default: {
x_92_phi = -0.5;
x_95_phi = 1;
loop {
var x_105 : f32;
var x_113 : f32;
var x_96 : i32;
var x_93_phi : f32;
x_92 = x_92_phi;
let x_95 : i32 = x_95_phi;
x_118_phi = 0.0;
x_119_phi = x_92;
x_120_phi = false;
if ((x_95 < 800)) {
} else {
break;
}
var x_112 : f32;
var x_113_phi : f32;
if (((x_95 % 32) == 0)) {
x_105 = (x_92 + 0.400000006);
x_93_phi = x_105;
} else {
x_113_phi = x_92;
if (((f32(x_95) - (round(x_49) * floor((f32(x_95) / round(x_49))))) <= 0.01)) {
x_112 = (x_92 + 100.0);
x_113_phi = x_112;
}
x_113 = x_113_phi;
x_93_phi = x_113;
}
x_93 = x_93_phi;
if ((f32(x_95) >= x_88)) {
x_118_phi = x_93;
x_119_phi = x_93;
x_120_phi = true;
break;
}
continuing {
x_96 = (x_95 + 1);
x_92_phi = x_93;
x_95_phi = x_96;
}
}
x_118 = x_118_phi;
x_119 = x_119_phi;
let x_120 : bool = x_120_phi;
x_122_phi = x_118;
if (x_120) {
break;
}
x_122_phi = x_119;
}
}
let x_122 : f32 = x_122_phi;
c.y = x_122;
let x_124 : f32 = c.x;
let x_125 : f32 = c.y;
c.z = (x_124 + x_125);
x_129_phi = 0;
loop {
var x_130 : i32;
let x_129 : i32 = x_129_phi;
if ((x_129 < 3)) {
} else {
break;
}
let x_136 : f32 = c[x_129];
if ((x_136 >= 1.0)) {
let x_140 : f32 = c[x_129];
let x_141 : f32 = c[x_129];
c[x_129] = (x_140 * x_141);
}
continuing {
x_130 = (x_129 + 1);
x_129_phi = x_130;
}
}
let x_143 : vec3<f32> = c;
let x_145 : vec3<f32> = normalize(abs(x_143));
x_GLF_color = vec4<f32>(x_145.x, x_145.y, x_145.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);
}