| [[block]] |
| struct buf0 { |
| resolution : vec2<f32>; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_20 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn collision_vf2_vf4_(pos : ptr<function, vec2<f32>>, quad : ptr<function, vec4<f32>>) -> bool { |
| let x_110 : f32 = (*(pos)).x; |
| let x_112 : f32 = (*(quad)).x; |
| if ((x_110 < x_112)) { |
| return false; |
| } |
| let x_117 : f32 = (*(pos)).y; |
| let x_119 : f32 = (*(quad)).y; |
| if ((x_117 < x_119)) { |
| return false; |
| } |
| let x_124 : f32 = (*(pos)).x; |
| let x_126 : f32 = (*(quad)).x; |
| let x_128 : f32 = (*(quad)).z; |
| if ((x_124 > (x_126 + x_128))) { |
| return false; |
| } |
| let x_134 : f32 = (*(pos)).y; |
| let x_136 : f32 = (*(quad)).y; |
| let x_138 : f32 = (*(quad)).w; |
| if ((x_134 > (x_136 + x_138))) { |
| return false; |
| } |
| return true; |
| } |
| |
| fn match_vf2_(pos_1 : ptr<function, vec2<f32>>) -> vec4<f32> { |
| var res : vec4<f32>; |
| var x_144 : f32; |
| var x_145 : f32; |
| var i : i32; |
| var param : vec2<f32>; |
| var param_1 : vec4<f32>; |
| var indexable : array<vec4<f32>, 8>; |
| var indexable_1 : array<vec4<f32>, 8>; |
| var indexable_2 : array<vec4<f32>, 8>; |
| var indexable_3 : array<vec4<f32>, 16>; |
| let x_147 : f32 = gl_FragCoord.x; |
| if ((x_147 < 0.0)) { |
| x_144 = -1.0; |
| } else { |
| let x_153 : f32 = gl_FragCoord.x; |
| if ((x_153 >= 0.0)) { |
| let x_159 : f32 = gl_FragCoord.x; |
| x_145 = select(1.0, 0.5, (x_159 >= 0.0)); |
| } else { |
| x_145 = 1.0; |
| } |
| let x_162 : f32 = x_145; |
| x_144 = min(x_162, 0.5); |
| } |
| let x_164 : f32 = x_144; |
| res = vec4<f32>(clamp(0.5, 0.5, x_164), 0.5, 1.0, 1.0); |
| i = 0; |
| loop { |
| let x_171 : i32 = i; |
| if ((x_171 < 8)) { |
| } else { |
| break; |
| } |
| let x_174 : i32 = i; |
| let x_175 : vec2<f32> = *(pos_1); |
| param = x_175; |
| indexable = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_177 : vec4<f32> = indexable[x_174]; |
| param_1 = x_177; |
| let x_178 : bool = collision_vf2_vf4_(&(param), &(param_1)); |
| if (x_178) { |
| let x_181 : i32 = i; |
| indexable_1 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_183 : f32 = indexable_1[x_181].x; |
| let x_185 : i32 = i; |
| indexable_2 = array<vec4<f32>, 8>(vec4<f32>(4.0, 4.0, 20.0, 4.0), vec4<f32>(4.0, 4.0, 4.0, 20.0), vec4<f32>(4.0, 20.0, 20.0, 4.0), vec4<f32>(20.0, 4.0, 4.0, 8.0), vec4<f32>(8.0, 6.0, 4.0, 2.0), vec4<f32>(2.0, 12.0, 2.0, 4.0), vec4<f32>(16.0, 2.0, 4.0, 4.0), vec4<f32>(12.0, 22.0, 4.0, 4.0)); |
| let x_187 : f32 = indexable_2[x_185].y; |
| let x_190 : i32 = i; |
| indexable_3 = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0)); |
| let x_196 : vec4<f32> = indexable_3[((((i32(x_183) * i32(x_187)) + (x_190 * 9)) + 11) % 16)]; |
| res = x_196; |
| } |
| |
| continuing { |
| let x_197 : i32 = i; |
| i = (x_197 + 1); |
| } |
| } |
| let x_199 : vec4<f32> = res; |
| return x_199; |
| } |
| |
| fn main_1() { |
| var lin : vec2<f32>; |
| var param_2 : vec2<f32>; |
| let x_98 : vec4<f32> = gl_FragCoord; |
| let x_101 : vec2<f32> = x_20.resolution; |
| lin = (vec2<f32>(x_98.x, x_98.y) / x_101); |
| let x_103 : vec2<f32> = lin; |
| lin = floor((x_103 * 32.0)); |
| let x_106 : vec2<f32> = lin; |
| param_2 = x_106; |
| let x_107 : vec4<f32> = match_vf2_(&(param_2)); |
| x_GLF_color = x_107; |
| 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); |
| } |