blob: 819f07bc4dadebe5da65d1b0d89c0249b9a4274c [file] [log] [blame]
[[block]]
struct buf1 {
resolution : vec2<f32>;
};
[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(1)]] var<uniform> x_6 : buf1;
[[group(0), binding(0)]] var<uniform> x_9 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var data : array<f32, 10>;
var x_40_phi : i32;
var x_52_phi : i32;
x_40_phi = 0;
loop {
var x_41 : i32;
let x_40 : i32 = x_40_phi;
if ((x_40 < 10)) {
} else {
break;
}
continuing {
let x_48 : f32 = x_9.injectionSwitch.y;
data[x_40] = (f32((10 - x_40)) * x_48);
x_41 = (x_40 + 1);
x_40_phi = x_41;
}
}
x_52_phi = 0;
loop {
var x_53 : i32;
var x_59_phi : i32;
let x_52 : i32 = x_52_phi;
if ((x_52 < 9)) {
} else {
break;
}
x_59_phi = 0;
loop {
var x_82 : bool;
var x_83 : bool;
var x_60 : i32;
var x_84_phi : bool;
let x_59 : i32 = x_59_phi;
if ((x_59 < 10)) {
} else {
break;
}
if ((x_59 < (x_52 + 1))) {
continue;
}
let x_69 : ptr<function, f32> = &(data[x_52]);
let x_70 : f32 = *(x_69);
let x_71 : ptr<function, f32> = &(data[x_59]);
let x_72 : f32 = *(x_71);
let x_74 : f32 = gl_FragCoord.y;
let x_76 : f32 = x_6.resolution.y;
if ((x_74 < (x_76 * 0.5))) {
x_82 = (x_70 > x_72);
x_84_phi = x_82;
} else {
x_83 = (x_70 < x_72);
x_84_phi = x_83;
}
let x_84 : bool = x_84_phi;
if (x_84) {
let x_87 : f32 = *(x_69);
let x_88 : f32 = *(x_71);
*(x_69) = x_88;
*(x_71) = x_87;
}
continuing {
x_60 = (x_59 + 1);
x_59_phi = x_60;
}
}
continuing {
x_53 = (x_52 + 1);
x_52_phi = x_53;
}
}
let x_90 : f32 = gl_FragCoord.x;
let x_92 : f32 = x_6.resolution.x;
if ((x_90 < (x_92 * 0.5))) {
let x_99 : f32 = data[0];
let x_102 : f32 = data[5];
let x_105 : f32 = data[9];
x_GLF_color = vec4<f32>((x_99 * 0.100000001), (x_102 * 0.100000001), (x_105 * 0.100000001), 1.0);
} else {
let x_109 : f32 = data[5];
let x_112 : f32 = data[9];
let x_115 : f32 = data[0];
x_GLF_color = vec4<f32>((x_109 * 0.100000001), (x_112 * 0.100000001), (x_115 * 0.100000001), 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);
}