67 lines
2.1 KiB
WebGPU Shading Language
67 lines
2.1 KiB
WebGPU Shading Language
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struct FSIn {
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@builtin(front_facing) sk_Clockwise: bool,
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@builtin(position) sk_FragCoord: vec4<f32>,
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};
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struct FSOut {
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@location(0) sk_FragColor: vec4<f32>,
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};
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struct _GlobalUniforms {
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colorGreen: vec4<f32>,
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};
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@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
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fn _outParamHelper_0_outParameterWrite_vh4(c: ptr<function, vec4<f32>>) {
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var _var0: vec4<f32>;
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outParameterWrite_vh4(&_var0);
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(*c) = _var0;
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}
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fn _outParamHelper_1_inoutParameterWrite_vh4(x: ptr<function, vec4<f32>>) {
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var _var0: vec4<f32> = (*x);
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inoutParameterWrite_vh4(&_var0);
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(*x) = _var0;
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}
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fn _outParamHelper_2_outParameterWrite_vh4(c: ptr<function, vec4<f32>>) {
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var _var0: vec4<f32>;
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outParameterWrite_vh4(&_var0);
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(*c) = _var0;
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}
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fn _outParamHelper_3_outParameterWriteIndirect_vh4(c: ptr<function, vec4<f32>>) {
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var _var0: vec4<f32>;
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outParameterWriteIndirect_vh4(&_var0);
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(*c) = _var0;
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}
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fn _outParamHelper_4_inoutParameterWrite_vh4(c: ptr<function, vec4<f32>>) {
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var _var0: vec4<f32> = (*c);
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inoutParameterWrite_vh4(&_var0);
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(*c) = _var0;
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}
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fn _outParamHelper_5_inoutParameterWriteIndirect_vh4(c: ptr<function, vec4<f32>>) {
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var _var0: vec4<f32> = (*c);
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inoutParameterWriteIndirect_vh4(&_var0);
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(*c) = _var0;
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}
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fn outParameterWrite_vh4(x: ptr<function, vec4<f32>>) {
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(*x) = _globalUniforms.colorGreen;
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}
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fn outParameterWriteIndirect_vh4(c: ptr<function, vec4<f32>>) {
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_outParamHelper_0_outParameterWrite_vh4(&(*c));
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}
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fn inoutParameterWrite_vh4(x: ptr<function, vec4<f32>>) {
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(*x) *= (*x);
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}
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fn inoutParameterWriteIndirect_vh4(x: ptr<function, vec4<f32>>) {
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_outParamHelper_1_inoutParameterWrite_vh4(&(*x));
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}
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fn main(coords: vec2<f32>) -> vec4<f32> {
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var c: vec4<f32>;
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_outParamHelper_2_outParameterWrite_vh4(&c);
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_outParamHelper_3_outParameterWriteIndirect_vh4(&c);
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_outParamHelper_4_inoutParameterWrite_vh4(&c);
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_outParamHelper_5_inoutParameterWriteIndirect_vh4(&c);
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return c;
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}
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@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
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var _stageOut: FSOut;
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_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
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return _stageOut;
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}
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