blob: 001353978400f587ccc06acc0cea13b8860177db [file] [log] [blame]
struct buf0 {
resolution : vec2<f32>,
}
@group(0) @binding(0) var<uniform> x_10 : 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 x_91 : f32;
var x_91_phi : f32;
var x_94_phi : i32;
x_91_phi = -0.5;
x_94_phi = 1;
loop {
var x_104 : f32;
var x_113 : f32;
var x_95 : i32;
var x_92_phi : f32;
x_91 = x_91_phi;
let x_94 : i32 = x_94_phi;
if ((x_94 < 800)) {
} else {
break;
}
var x_112 : f32;
var x_113_phi : f32;
if (((x_94 % 32) == 0)) {
x_104 = (x_91 + 0.400000006);
x_92_phi = x_104;
} else {
let x_106 : f32 = *(thirty_two);
x_113_phi = x_91;
if (((f32(x_94) - (round(x_106) * floor((f32(x_94) / round(x_106))))) <= 0.01)) {
x_112 = (x_91 + 100.0);
x_113_phi = x_112;
}
x_113 = x_113_phi;
x_92_phi = x_113;
}
var x_92 : f32;
x_92 = x_92_phi;
let x_115 : f32 = *(limit);
if ((f32(x_94) >= x_115)) {
return x_92;
}
continuing {
x_95 = (x_94 + 1);
x_91_phi = x_92;
x_94_phi = x_95;
}
}
return x_91;
}
fn main_1() {
var c : vec3<f32>;
var param : f32;
var param_1 : f32;
var param_2 : f32;
var param_3 : f32;
var x_68_phi : i32;
c = vec3<f32>(7.0, 8.0, 9.0);
let x_52 : f32 = x_10.resolution.x;
let x_54 : f32 = round((x_52 * 0.125));
let x_56 : f32 = gl_FragCoord.x;
param = x_56;
param_1 = x_54;
let x_57 : f32 = compute_value_f1_f1_(&(param), &(param_1));
c.x = x_57;
let x_60 : f32 = gl_FragCoord.y;
param_2 = x_60;
param_3 = x_54;
let x_61 : f32 = compute_value_f1_f1_(&(param_2), &(param_3));
c.y = x_61;
let x_63 : f32 = c.x;
let x_64 : f32 = c.y;
c.z = (x_63 + x_64);
x_68_phi = 0;
loop {
var x_69 : i32;
let x_68 : i32 = x_68_phi;
if ((x_68 < 3)) {
} else {
break;
}
let x_75 : f32 = c[x_68];
if ((x_75 >= 1.0)) {
let x_79 : f32 = c[x_68];
let x_80 : f32 = c[x_68];
c[x_68] = (x_79 * x_80);
}
continuing {
x_69 = (x_68 + 1);
x_68_phi = x_69;
}
}
let x_82 : vec3<f32> = c;
let x_84 : vec3<f32> = normalize(abs(x_82));
x_GLF_color = vec4<f32>(x_84.x, x_84.y, x_84.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);
}