| struct QuicksortObject { |
| numbers : array<i32, 10>; |
| }; |
| |
| [[block]] |
| struct buf0 { |
| resolution : vec2<f32>; |
| }; |
| |
| var<private> obj : QuicksortObject; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_34 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn swap_i1_i1_(i : ptr<function, i32>, j : ptr<function, i32>) { |
| 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)); |
| } |
| |
| 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)); |
| 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, 10>; |
| var int_a : i32; |
| var x_278 : i32; |
| var x_279 : i32; |
| var clamp_a : i32; |
| var p : i32; |
| var param_4 : i32; |
| var param_5 : i32; |
| l_1 = 0; |
| h_1 = 9; |
| top = -1; |
| let x_280 : i32 = top; |
| let x_281 : i32 = (x_280 + 1); |
| top = x_281; |
| let x_282 : i32 = l_1; |
| stack[x_281] = x_282; |
| let x_285 : f32 = gl_FragCoord.y; |
| if ((x_285 >= 0.0)) { |
| let x_290 : i32 = h_1; |
| if (false) { |
| x_279 = 1; |
| } else { |
| let x_294 : i32 = h_1; |
| x_279 = (x_294 << bitcast<u32>(0)); |
| } |
| let x_296 : i32 = x_279; |
| x_278 = (x_290 | x_296); |
| } else { |
| x_278 = 1; |
| } |
| let x_298 : i32 = x_278; |
| int_a = x_298; |
| let x_299 : i32 = h_1; |
| let x_300 : i32 = h_1; |
| let x_301 : i32 = int_a; |
| clamp_a = clamp(x_299, x_300, x_301); |
| let x_303 : i32 = top; |
| let x_304 : i32 = (x_303 + 1); |
| top = x_304; |
| let x_305 : i32 = clamp_a; |
| stack[x_304] = (x_305 / 1); |
| loop { |
| let x_312 : i32 = top; |
| if ((x_312 >= 0)) { |
| } else { |
| break; |
| } |
| let x_315 : i32 = top; |
| top = (x_315 - 1); |
| let x_318 : i32 = stack[x_315]; |
| h_1 = x_318; |
| let x_319 : i32 = top; |
| top = (x_319 - 1); |
| let x_322 : i32 = stack[x_319]; |
| l_1 = x_322; |
| let x_323 : i32 = l_1; |
| param_4 = x_323; |
| let x_324 : i32 = h_1; |
| param_5 = x_324; |
| let x_325 : i32 = performPartition_i1_i1_(&(param_4), &(param_5)); |
| p = x_325; |
| let x_326 : i32 = p; |
| let x_328 : i32 = l_1; |
| if (((x_326 - 1) > x_328)) { |
| let x_332 : i32 = top; |
| let x_333 : i32 = (x_332 + 1); |
| top = x_333; |
| let x_334 : i32 = l_1; |
| stack[x_333] = x_334; |
| let x_336 : i32 = top; |
| let x_337 : i32 = (x_336 + 1); |
| top = x_337; |
| let x_338 : i32 = p; |
| stack[x_337] = (x_338 - 1); |
| } |
| let x_341 : i32 = p; |
| let x_343 : i32 = h_1; |
| if (((x_341 + 1) < x_343)) { |
| let x_347 : i32 = top; |
| let x_348 : i32 = (x_347 + 1); |
| top = x_348; |
| let x_349 : i32 = p; |
| stack[x_348] = (x_349 + 1); |
| let x_352 : i32 = top; |
| let x_353 : i32 = (x_352 + 1); |
| top = x_353; |
| let x_354 : i32 = h_1; |
| stack[x_353] = x_354; |
| } |
| } |
| return; |
| } |
| |
| fn main_1() { |
| var i_2 : i32; |
| var uv : vec2<f32>; |
| var color : vec3<f32>; |
| i_2 = 0; |
| loop { |
| let x_90 : i32 = i_2; |
| if ((x_90 < 10)) { |
| } else { |
| break; |
| } |
| let x_93 : i32 = i_2; |
| let x_94 : i32 = i_2; |
| obj.numbers[x_93] = (10 - x_94); |
| let x_97 : i32 = i_2; |
| let x_98 : i32 = i_2; |
| let x_100 : i32 = obj.numbers[x_98]; |
| let x_101 : i32 = i_2; |
| let x_103 : i32 = obj.numbers[x_101]; |
| obj.numbers[x_97] = (x_100 * x_103); |
| |
| continuing { |
| let x_106 : i32 = i_2; |
| i_2 = (x_106 + 1); |
| } |
| } |
| quicksort_(); |
| let x_109 : vec4<f32> = gl_FragCoord; |
| let x_112 : vec2<f32> = x_34.resolution; |
| uv = (vec2<f32>(x_109.x, x_109.y) / x_112); |
| color = vec3<f32>(1.0, 2.0, 3.0); |
| let x_115 : i32 = obj.numbers[0]; |
| let x_118 : f32 = color.x; |
| color.x = (x_118 + f32(x_115)); |
| let x_122 : f32 = uv.x; |
| if ((x_122 > 0.25)) { |
| let x_127 : i32 = obj.numbers[1]; |
| let x_130 : f32 = color.x; |
| color.x = (x_130 + f32(x_127)); |
| } |
| let x_134 : f32 = uv.x; |
| if ((x_134 > 0.5)) { |
| let x_139 : i32 = obj.numbers[2]; |
| let x_142 : f32 = color.y; |
| color.y = (x_142 + f32(x_139)); |
| } |
| let x_146 : f32 = uv.x; |
| if ((x_146 > 0.75)) { |
| let x_151 : i32 = obj.numbers[3]; |
| let x_154 : f32 = color.z; |
| color.z = (x_154 + f32(x_151)); |
| } |
| let x_158 : i32 = obj.numbers[4]; |
| let x_161 : f32 = color.y; |
| color.y = (x_161 + f32(x_158)); |
| let x_165 : f32 = uv.y; |
| if ((x_165 > 0.25)) { |
| let x_170 : i32 = obj.numbers[5]; |
| let x_173 : f32 = color.x; |
| color.x = (x_173 + f32(x_170)); |
| } |
| let x_177 : f32 = uv.y; |
| if ((x_177 > 0.5)) { |
| let x_182 : i32 = obj.numbers[6]; |
| let x_185 : f32 = color.y; |
| color.y = (x_185 + f32(x_182)); |
| } |
| let x_189 : f32 = uv.y; |
| if ((x_189 > 0.75)) { |
| let x_194 : i32 = obj.numbers[7]; |
| let x_197 : f32 = color.z; |
| color.z = (x_197 + f32(x_194)); |
| } |
| let x_201 : i32 = obj.numbers[8]; |
| let x_204 : f32 = color.z; |
| color.z = (x_204 + f32(x_201)); |
| let x_208 : f32 = uv.x; |
| let x_210 : f32 = uv.y; |
| if ((abs((x_208 - x_210)) < 0.25)) { |
| let x_217 : i32 = obj.numbers[9]; |
| let x_220 : f32 = color.x; |
| color.x = (x_220 + f32(x_217)); |
| } |
| let x_223 : vec3<f32> = color; |
| let x_224 : vec3<f32> = normalize(x_223); |
| x_GLF_color = vec4<f32>(x_224.x, x_224.y, x_224.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); |
| } |