blob: 594f9f8995b04370890c3064a1dfbdce7e3d1e03 [file] [log] [blame]
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_111 : i32 = i;
if ((x_111 < 800)) {
} else {
break;
}
let x_114 : i32 = i;
if (((x_114 % 32) == 0)) {
let x_120 : f32 = result;
result = (x_120 + 0.400000006);
} else {
let x_122 : i32 = i;
let x_124 : f32 = *(thirty_two);
if (((f32(x_122) - (round(x_124) * floor((f32(x_122) / round(x_124))))) <= 0.01)) {
let x_130 : f32 = result;
result = (x_130 + 100.0);
}
}
let x_132 : i32 = i;
let x_134 : f32 = *(limit);
if ((f32(x_132) >= x_134)) {
let x_138 : f32 = result;
return x_138;
}
continuing {
let x_139 : i32 = i;
i = (x_139 + 1);
}
}
let x_141 : f32 = result;
return x_141;
}
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_56 : f32 = x_13.resolution.x;
thirty_two_1 = round((x_56 / 8.0));
let x_60 : f32 = gl_FragCoord.x;
param = x_60;
let x_61 : f32 = thirty_two_1;
param_1 = x_61;
let x_62 : f32 = compute_value_f1_f1_(&(param), &(param_1));
c.x = x_62;
let x_65 : f32 = gl_FragCoord.y;
param_2 = x_65;
let x_66 : f32 = thirty_two_1;
param_3 = x_66;
let x_67 : f32 = compute_value_f1_f1_(&(param_2), &(param_3));
c.y = x_67;
let x_70 : f32 = c.x;
let x_72 : f32 = c.y;
c.z = (x_70 + x_72);
i_1 = 0;
loop {
let x_79 : i32 = i_1;
if ((x_79 < 3)) {
} else {
break;
}
let x_82 : i32 = i_1;
let x_84 : f32 = c[x_82];
if ((x_84 >= 1.0)) {
let x_88 : i32 = i_1;
let x_89 : i32 = i_1;
let x_91 : f32 = c[x_89];
let x_92 : i32 = i_1;
let x_94 : f32 = c[x_92];
c[x_88] = (x_91 * x_94);
}
continuing {
let x_97 : i32 = i_1;
i_1 = (x_97 + 1);
}
}
let x_99 : vec3<f32> = c;
let x_101 : vec3<f32> = normalize(abs(x_99));
x_GLF_color = vec4<f32>(x_101.x, x_101.y, x_101.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);
}