blob: ee165485a96670549a3b7b5d62b46dbe2d3d5888 [file] [log] [blame]
[[block]]
struct buf0 {
resolution : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> x_13 : 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 result : f32;
var i : i32;
result = -0.5;
i = 1;
loop {
let x_136 : i32 = i;
if ((x_136 < 800)) {
} else {
break;
}
let x_139 : i32 = i;
if (((x_139 % 32) == 0)) {
let x_145 : f32 = result;
result = (x_145 + 0.400000006);
} else {
let x_147 : i32 = i;
let x_149 : f32 = *(thirty_two);
if (((f32(x_147) % round(x_149)) <= 0.01)) {
let x_155 : f32 = result;
result = (x_155 + 100.0);
}
}
let x_157 : i32 = i;
let x_159 : f32 = *(limit);
if ((f32(x_157) >= x_159)) {
let x_163 : f32 = result;
return x_163;
}
continuing {
let x_164 : i32 = i;
i = (x_164 + 1);
}
}
let x_166 : f32 = result;
return x_166;
}
fn main_1() {
var c : vec3<f32>;
var thirty_two_1 : f32;
var param : f32;
var param_1 : f32;
var param_2 : f32;
var param_3 : f32;
var i_1 : i32;
c = vec3<f32>(7.0, 8.0, 9.0);
let x_63 : f32 = x_13.resolution.x;
thirty_two_1 = round((x_63 / 8.0));
let x_67 : f32 = gl_FragCoord.x;
param = x_67;
let x_68 : f32 = thirty_two_1;
param_1 = x_68;
let x_69 : f32 = compute_value_f1_f1_(&(param), &(param_1));
c.x = x_69;
let x_72 : f32 = gl_FragCoord.y;
param_2 = x_72;
let x_73 : f32 = thirty_two_1;
param_3 = x_73;
let x_74 : f32 = compute_value_f1_f1_(&(param_2), &(param_3));
c.y = x_74;
let x_76 : vec3<f32> = c;
let x_79 : vec3<f32> = c;
let x_87 : mat4x2<f32> = mat4x2<f32>(vec2<f32>(x_79.x, x_79.y), vec2<f32>(x_79.z, 1.0), vec2<f32>(1.0, 0.0), vec2<f32>(1.0, 0.0));
c.z = (((x_76 * mat3x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0)))).x + vec3<f32>(x_87[0u].x, x_87[0u].y, x_87[1u].x).y);
i_1 = 0;
loop {
let x_99 : i32 = i_1;
if ((x_99 < 3)) {
} else {
break;
}
let x_102 : i32 = i_1;
let x_104 : f32 = c[x_102];
if ((x_104 >= 1.0)) {
let x_108 : i32 = i_1;
let x_109 : i32 = i_1;
let x_111 : f32 = c[x_109];
let x_112 : i32 = i_1;
let x_114 : f32 = c[x_112];
c[x_108] = (x_111 * x_114);
let x_118 : f32 = gl_FragCoord.y;
if ((x_118 < 0.0)) {
break;
}
}
continuing {
let x_122 : i32 = i_1;
i_1 = (x_122 + 1);
}
}
let x_124 : vec3<f32> = c;
let x_126 : vec3<f32> = normalize(abs(x_124));
x_GLF_color = vec4<f32>(x_126.x, x_126.y, x_126.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);
}