blob: 067412a7144d15134b1218a13125013cc6016120 [file] [log] [blame]
struct _GlobalUniforms {
colorRed: vec4<f32>,
colorGreen: vec4<f32>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
const kZero: i32 = 0;
fn return_loop_ii(five: i32) -> i32 {
{
var i: i32 = kZero;
loop {
if i < 10 {
{
if (i == five) {
{
return i;
}
}
}
} else {
break;
}
continuing {
i = i + i32(1);
}
}
}
return 0;
}
const kTen: i32 = 10;
fn continue_loop_ii(five: i32) -> i32 {
var sum: i32 = 0;
{
var i: i32 = 0;
loop {
if i < kTen {
{
if (i < five) {
{
continue;
}
}
sum = sum + i;
}
} else {
break;
}
continuing {
i = i + i32(1);
}
}
}
return sum;
}
fn break_loop_ii(five: i32) -> i32 {
var sum: i32 = 0;
let kOne: i32 = 1;
{
var i: i32 = 0;
loop {
if i < 10 {
{
if (i > five) {
{
break;
}
}
sum = sum + i;
}
} else {
break;
}
continuing {
i = i + kOne;
}
}
}
return sum;
}
fn loop_operator_le_b() -> bool {
var result: vec4<i32> = vec4<i32>(9);
{
var i: i32 = 1;
loop {
if i <= 3 {
{
result = vec4<i32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + i32(1);
}
}
}
return all(result == vec4<i32>(9, 1, 2, 3));
}
fn loop_operator_lt_b() -> bool {
var result: vec4<i32> = vec4<i32>(9);
{
var i: i32 = 1;
loop {
if i < 4 {
{
result = vec4<i32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + i32(1);
}
}
}
return all(result == vec4<i32>(9, 1, 2, 3));
}
fn loop_operator_ge_b() -> bool {
var result: vec4<i32> = vec4<i32>(9);
{
var i: i32 = 3;
loop {
if i >= 1 {
{
result = vec4<i32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i - i32(1);
}
}
}
return all(result == vec4<i32>(9, 3, 2, 1));
}
fn loop_operator_gt_b() -> bool {
var result: vec4<i32> = vec4<i32>(9);
{
var i: i32 = 3;
loop {
if i > 0 {
{
result = vec4<i32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i - i32(1);
}
}
}
return all(result == vec4<i32>(9, 3, 2, 1));
}
fn loop_operator_ne_b() -> bool {
var result: vec4<i32> = vec4<i32>(9);
{
var i: i32 = 1;
loop {
if i != 4 {
{
result = vec4<i32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + i32(1);
}
}
}
return all(result == vec4<i32>(9, 1, 2, 3));
}
fn loop_operator_eq_b() -> bool {
var result: vec4<i32> = vec4<i32>(9);
{
var i: i32 = 1;
loop {
if i == 1 {
{
result = vec4<i32>(result.yzw, i);
}
} else {
break;
}
continuing {
i = i + i32(1);
}
}
}
return all(result == vec4<i32>(9, 9, 9, 1));
}
fn main(pos: vec2<f32>) -> vec4<f32> {
let _skTemp0 = clamp(pos.x, f32(_globalUniforms.colorGreen.y), f32(_globalUniforms.colorGreen.w));
var five: i32 = i32(_skTemp0) * 5;
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;
let _skTemp10 = return_loop_ii(five);
if _skTemp10 == 5 {
let _skTemp11 = continue_loop_ii(five);
_skTemp9 = _skTemp11 == 35;
} else {
_skTemp9 = false;
}
if _skTemp9 {
let _skTemp12 = break_loop_ii(5);
_skTemp8 = _skTemp12 == 15;
} else {
_skTemp8 = false;
}
if _skTemp8 {
let _skTemp13 = loop_operator_le_b();
_skTemp7 = _skTemp13;
} else {
_skTemp7 = false;
}
if _skTemp7 {
let _skTemp14 = loop_operator_lt_b();
_skTemp6 = _skTemp14;
} else {
_skTemp6 = false;
}
if _skTemp6 {
let _skTemp15 = loop_operator_ge_b();
_skTemp5 = _skTemp15;
} else {
_skTemp5 = false;
}
if _skTemp5 {
let _skTemp16 = loop_operator_gt_b();
_skTemp4 = _skTemp16;
} else {
_skTemp4 = false;
}
if _skTemp4 {
let _skTemp17 = loop_operator_eq_b();
_skTemp3 = _skTemp17;
} else {
_skTemp3 = false;
}
if _skTemp3 {
let _skTemp18 = loop_operator_ne_b();
_skTemp2 = _skTemp18;
} 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);
}