blob: 407ac22da1b208c3f80f0a5005cc03da891f3921 [file] [log] [blame]
struct _GlobalUniforms {
colorRed: vec4<f32>,
colorGreen: vec4<f32>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
const kZero: f32 = 0.0;
fn return_loop_ff(five: f32) -> f32 {
{
{
var i: f32 = kZero;
loop {
if i < 10.0 {
{
if (i == five) {
{
return i;
}
}
}
} else {
break;
}
continuing {
i = i + f32(1);
}
}
}
return 0.0;
}
}
const kTen: f32 = 10.0;
fn continue_loop_ff(five: f32) -> f32 {
{
var sum: f32 = 0.0;
{
var i: f32 = 0.0;
loop {
if i < kTen {
{
if (i < five) {
{
continue;
}
}
sum = sum + i;
}
} else {
break;
}
continuing {
i = i + f32(1);
}
}
}
return sum;
}
}
fn break_loop_ff(five: f32) -> f32 {
{
var sum: f32 = 0.0;
let kOne: f32 = 1.0;
{
var i: f32 = 0.0;
loop {
if i < 10.0 {
{
if (i > five) {
{
break;
}
}
sum = sum + i;
}
} else {
break;
}
continuing {
i = i + kOne;
}
}
}
return sum;
}
}
fn float_loop_f() -> f32 {
{
var sum: f32 = 0.0;
{
var i: f32 = 0.123;
loop {
if i < 0.6 {
{
sum = sum + i;
}
} else {
break;
}
continuing {
i = i + 0.111;
}
}
}
return sum - 1.725;
}
}
fn loop_operator_le_b() -> bool {
{
var result: vec4<f32> = vec4<f32>(9.0);
{
var i: f32 = 1.0;
loop {
if i <= 3.0 {
{
result = vec4<f32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + f32(1);
}
}
}
return all(result == vec4<f32>(9.0, 1.0, 2.0, 3.0));
}
}
fn loop_operator_lt_b() -> bool {
{
var result: vec4<f32> = vec4<f32>(9.0);
{
var i: f32 = 1.0;
loop {
if i < 4.0 {
{
result = vec4<f32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + f32(1);
}
}
}
return all(result == vec4<f32>(9.0, 1.0, 2.0, 3.0));
}
}
fn loop_operator_ge_b() -> bool {
{
var result: vec4<f32> = vec4<f32>(9.0);
{
var i: f32 = 3.0;
loop {
if i >= 1.0 {
{
result = vec4<f32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i - f32(1);
}
}
}
return all(result == vec4<f32>(9.0, 3.0, 2.0, 1.0));
}
}
fn loop_operator_gt_b() -> bool {
{
var result: vec4<f32> = vec4<f32>(9.0);
{
var i: f32 = 3.0;
loop {
if i > 0.0 {
{
result = vec4<f32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i - f32(1);
}
}
}
return all(result == vec4<f32>(9.0, 3.0, 2.0, 1.0));
}
}
fn loop_operator_ne_b() -> bool {
{
var result: vec4<f32> = vec4<f32>(9.0);
{
var i: f32 = 1.0;
loop {
if i < 4.0 {
{
result = vec4<f32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + f32(1);
}
}
}
return all(result == vec4<f32>(9.0, 1.0, 2.0, 3.0));
}
}
fn loop_operator_eq_b() -> bool {
{
var result: vec4<f32> = vec4<f32>(9.0);
{
var i: f32 = 1.0;
loop {
if i == 1.0 {
{
result = vec4<f32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + f32(1);
}
}
}
return all(result == vec4<f32>(9.0, 9.0, 9.0, 1.0));
}
}
fn main(pos: vec2<f32>) -> vec4<f32> {
{
let _skTemp0 = clamp(pos.x, f32(_globalUniforms.colorGreen.y), f32(_globalUniforms.colorGreen.w));
var five: f32 = _skTemp0 * 5.0;
var _skTemp1: vec4<f32>;
var _skTemp2: bool;
var _skTemp3: bool;
var _skTemp4: bool;
var _skTemp5: bool;
var _skTemp6: bool;
var _skTemp7: bool;
var _skTemp8: bool;
var _skTemp9: bool;
var _skTemp10: bool;
let _skTemp11 = return_loop_ff(five);
if _skTemp11 == 5.0 {
let _skTemp12 = continue_loop_ff(five);
_skTemp10 = _skTemp12 == 35.0;
} else {
_skTemp10 = false;
}
if _skTemp10 {
let _skTemp13 = break_loop_ff(five);
_skTemp9 = _skTemp13 == 15.0;
} else {
_skTemp9 = false;
}
if _skTemp9 {
let _skTemp14 = float_loop_f();
let _skTemp15 = abs(_skTemp14);
_skTemp8 = _skTemp15 < 0.025;
} else {
_skTemp8 = false;
}
if _skTemp8 {
let _skTemp16 = loop_operator_le_b();
_skTemp7 = _skTemp16;
} else {
_skTemp7 = false;
}
if _skTemp7 {
let _skTemp17 = loop_operator_lt_b();
_skTemp6 = _skTemp17;
} else {
_skTemp6 = false;
}
if _skTemp6 {
let _skTemp18 = loop_operator_ge_b();
_skTemp5 = _skTemp18;
} else {
_skTemp5 = false;
}
if _skTemp5 {
let _skTemp19 = loop_operator_gt_b();
_skTemp4 = _skTemp19;
} else {
_skTemp4 = false;
}
if _skTemp4 {
let _skTemp20 = loop_operator_eq_b();
_skTemp3 = _skTemp20;
} else {
_skTemp3 = false;
}
if _skTemp3 {
let _skTemp21 = loop_operator_ne_b();
_skTemp2 = _skTemp21;
} else {
_skTemp2 = false;
}
if _skTemp2 {
_skTemp1 = _globalUniforms.colorGreen;
} else {
_skTemp1 = _globalUniforms.colorRed;
}
return _skTemp1;
}
}
@fragment fn runtimeShaderMain(@location(0) _coords: vec2<f32>) -> @location(0) vec4<f32> {
return main(_coords);
}