blob: 10f55057480a0ca1236304091e7b7a1007260f1e [file] [log] [blame]
[[block]]
struct buf0 {
resolution : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_10 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn collatz_i1_(v : ptr<function, i32>) -> i32 {
var count : i32;
count = 0;
loop {
let x_89 : i32 = *(v);
if ((x_89 > 1)) {
} else {
break;
}
let x_92 : i32 = *(v);
if (((x_92 & 1) == 1)) {
let x_98 : i32 = *(v);
*(v) = ((3 * x_98) + 1);
} else {
let x_101 : i32 = *(v);
*(v) = (x_101 / 2);
}
let x_103 : i32 = count;
count = (x_103 + 1);
}
let x_105 : i32 = count;
return x_105;
}
fn main_1() {
var lin : vec2<f32>;
var v_1 : i32;
var param : i32;
var indexable : array<vec4<f32>, 16>;
let x_63 : vec4<f32> = gl_FragCoord;
let x_66 : vec2<f32> = x_10.resolution;
lin = (vec2<f32>(x_63.x, x_63.y) / x_66);
let x_68 : vec2<f32> = lin;
lin = floor((x_68 * 8.0));
let x_72 : f32 = lin.x;
let x_76 : f32 = lin.y;
v_1 = ((i32(x_72) * 8) + i32(x_76));
let x_79 : i32 = v_1;
param = x_79;
let x_80 : i32 = collatz_i1_(&(param));
indexable = 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_83 : vec4<f32> = indexable[(x_80 % 16)];
x_GLF_color = x_83;
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);
}