| [[block]] |
| 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_53 : f32; |
| var x_57 : f32; |
| var x_58 : f32; |
| var x_83 : f32; |
| var x_84 : f32; |
| var x_124 : f32; |
| var x_125 : f32; |
| var x_57_phi : f32; |
| var x_60_phi : i32; |
| var x_83_phi : f32; |
| var x_84_phi : f32; |
| var x_85_phi : bool; |
| var x_87_phi : f32; |
| var x_128_phi : f32; |
| var x_135_phi : i32; |
| c = vec3<f32>(7.0, 8.0, 9.0); |
| let x_47 : f32 = x_7.resolution.x; |
| let x_48 : vec2<f32> = vec2<f32>(1.0, x_47); |
| let x_50 : f32 = round((x_47 * 0.125)); |
| let x_51 : vec2<f32> = vec2<f32>(0.0, -0.5); |
| x_53 = gl_FragCoord.x; |
| switch(0u) { |
| default: { |
| x_57_phi = -0.5; |
| x_60_phi = 1; |
| loop { |
| var x_70 : f32; |
| var x_78 : f32; |
| var x_61 : i32; |
| var x_58_phi : f32; |
| x_57 = x_57_phi; |
| let x_60 : i32 = x_60_phi; |
| x_83_phi = 0.0; |
| x_84_phi = x_57; |
| x_85_phi = false; |
| if ((x_60 < 800)) { |
| } else { |
| break; |
| } |
| var x_77 : f32; |
| var x_78_phi : f32; |
| if (((x_60 % 32) == 0)) { |
| x_70 = (x_57 + 0.400000006); |
| x_58_phi = x_70; |
| } else { |
| x_78_phi = x_57; |
| if (((f32(x_60) - (round(x_50) * floor((f32(x_60) / round(x_50))))) <= 0.01)) { |
| x_77 = (x_57 + 100.0); |
| x_78_phi = x_77; |
| } |
| x_78 = x_78_phi; |
| x_58_phi = x_78; |
| } |
| x_58 = x_58_phi; |
| if ((f32(x_60) >= x_53)) { |
| x_83_phi = x_58; |
| x_84_phi = x_58; |
| x_85_phi = true; |
| break; |
| } |
| |
| continuing { |
| x_61 = (x_60 + 1); |
| x_57_phi = x_58; |
| x_60_phi = x_61; |
| } |
| } |
| x_83 = x_83_phi; |
| x_84 = x_84_phi; |
| let x_85 : bool = x_85_phi; |
| x_87_phi = x_83; |
| if (x_85) { |
| break; |
| } |
| x_87_phi = x_84; |
| } |
| } |
| var x_92 : f32; |
| var x_98 : f32; |
| var x_99 : f32; |
| var x_98_phi : f32; |
| var x_101_phi : i32; |
| var x_124_phi : f32; |
| var x_125_phi : f32; |
| var x_126_phi : bool; |
| let x_87 : f32 = x_87_phi; |
| let x_89 : vec4<f32> = vec4<f32>(x_84, 0.400000006, x_83, 0.400000006); |
| c.x = x_87; |
| x_92 = gl_FragCoord.y; |
| switch(0u) { |
| default: { |
| let x_95 : vec4<f32> = vec4<f32>(x_51, 0.0, x_57); |
| let x_96 : f32 = vec3<f32>(x_48, -0.5).z; |
| x_98_phi = x_96; |
| x_101_phi = 1; |
| loop { |
| var x_111 : f32; |
| var x_119 : f32; |
| var x_102 : i32; |
| var x_99_phi : f32; |
| x_98 = x_98_phi; |
| let x_101 : i32 = x_101_phi; |
| x_124_phi = 0.0; |
| x_125_phi = x_98; |
| x_126_phi = false; |
| if ((x_101 < 800)) { |
| } else { |
| break; |
| } |
| var x_118 : f32; |
| var x_119_phi : f32; |
| if (((x_101 % 32) == 0)) { |
| x_111 = (x_98 + 0.400000006); |
| x_99_phi = x_111; |
| } else { |
| x_119_phi = x_98; |
| if (((f32(x_101) - (round(x_50) * floor((f32(x_101) / round(x_50))))) <= 0.01)) { |
| x_118 = (x_98 + 100.0); |
| x_119_phi = x_118; |
| } |
| x_119 = x_119_phi; |
| x_99_phi = x_119; |
| } |
| x_99 = x_99_phi; |
| if ((f32(x_101) >= x_92)) { |
| x_124_phi = x_99; |
| x_125_phi = x_99; |
| x_126_phi = true; |
| break; |
| } |
| |
| continuing { |
| x_102 = (x_101 + 1); |
| x_98_phi = x_99; |
| x_101_phi = x_102; |
| } |
| } |
| x_124 = x_124_phi; |
| x_125 = x_125_phi; |
| let x_126 : bool = x_126_phi; |
| x_128_phi = x_124; |
| if (x_126) { |
| break; |
| } |
| x_128_phi = x_125; |
| } |
| } |
| let x_128 : f32 = x_128_phi; |
| c.y = x_128; |
| let x_130 : f32 = c.x; |
| let x_131 : f32 = c.y; |
| c.z = (x_130 + x_131); |
| x_135_phi = 0; |
| loop { |
| var x_136 : i32; |
| let x_135 : i32 = x_135_phi; |
| if ((x_135 < 3)) { |
| } else { |
| break; |
| } |
| let x_142 : f32 = c[x_135]; |
| if ((x_142 >= 1.0)) { |
| let x_146 : f32 = c[x_135]; |
| let x_147 : f32 = c[x_135]; |
| c[x_135] = (x_146 * x_147); |
| } |
| |
| continuing { |
| x_136 = (x_135 + 1); |
| x_135_phi = x_136; |
| } |
| } |
| let x_149 : vec3<f32> = c; |
| let x_151 : vec3<f32> = normalize(abs(x_149)); |
| x_GLF_color = vec4<f32>(x_151.x, x_151.y, x_151.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); |
| } |