blob: c97f7567133644fbe7e2f99c07ee12f3bce1df4c [file] [log] [blame]
struct buf0 {
resolution : vec2<f32>;
};
struct buf1 {
injectionSwitch : vec2<f32>;
};
@group(0) @binding(0) var<uniform> x_13 : buf0;
var<private> gl_FragCoord : vec4<f32>;
@group(0) @binding(1) var<uniform> x_19 : buf1;
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_144 : i32 = i;
if ((x_144 < 800)) {
} else {
break;
}
let x_147 : i32 = i;
if (((x_147 % 32) == 0)) {
let x_153 : f32 = result;
result = (x_153 + 0.400000006);
} else {
let x_155 : i32 = i;
let x_157 : f32 = *(thirty_two);
if (((f32(x_155) % round(x_157)) <= 0.01)) {
let x_163 : f32 = result;
result = (x_163 + 100.0);
}
}
let x_165 : i32 = i;
let x_167 : f32 = *(limit);
if ((f32(x_165) >= x_167)) {
let x_171 : f32 = result;
return x_171;
}
continuing {
let x_172 : i32 = i;
i = (x_172 + 1);
}
}
let x_174 : f32 = result;
return x_174;
}
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 x_61 : vec3<f32>;
var i_1 : i32;
var j : f32;
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_77 : f32 = c.x;
if (true) {
let x_81 : vec3<f32> = c;
x_61 = x_81;
} else {
let x_82 : vec3<f32> = c;
let x_84 : f32 = x_19.injectionSwitch.x;
x_61 = (x_82 * x_84);
}
let x_87 : f32 = x_61.y;
c.z = (x_77 + x_87);
i_1 = 0;
loop {
let x_94 : i32 = i_1;
if ((x_94 < 3)) {
} else {
break;
}
let x_97 : i32 = i_1;
let x_99 : f32 = c[x_97];
if ((x_99 >= 1.0)) {
let x_103 : i32 = i_1;
let x_104 : i32 = i_1;
let x_106 : f32 = c[x_104];
let x_107 : i32 = i_1;
let x_109 : f32 = c[x_107];
c[x_103] = (x_106 * x_109);
}
j = 0.0;
loop {
let x_117 : f32 = x_19.injectionSwitch.x;
let x_119 : f32 = x_19.injectionSwitch.y;
if ((x_117 > x_119)) {
} else {
break;
}
let x_122 : f32 = j;
let x_124 : f32 = x_19.injectionSwitch.x;
if ((x_122 >= x_124)) {
break;
}
let x_128 : f32 = j;
j = (x_128 + 1.0);
}
continuing {
let x_130 : i32 = i_1;
i_1 = (x_130 + 1);
}
}
let x_132 : vec3<f32> = c;
let x_134 : vec3<f32> = normalize(abs(x_132));
x_GLF_color = vec4<f32>(x_134.x, x_134.y, x_134.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);
}