| #version 320 es |
| precision mediump float; |
| precision highp int; |
| |
| layout(binding = 1, std140) uniform buf1 |
| { |
| highp vec2 resolution; |
| } _9; |
| |
| layout(binding = 0, std140) uniform buf0 |
| { |
| highp vec2 injectionSwitch; |
| } _13; |
| |
| layout(location = 0) out highp vec4 _GLF_color; |
| |
| bool checkSwap(highp float a, highp float b) |
| { |
| bool _153 = gl_FragCoord.y < (_9.resolution.y / 2.0); |
| highp float _160; |
| if (_153) |
| { |
| _160 = a; |
| } |
| else |
| { |
| highp float _159 = 0.0; |
| _160 = _159; |
| } |
| bool _147; |
| do |
| { |
| highp float _168; |
| if (_153) |
| { |
| _168 = b; |
| } |
| else |
| { |
| highp float _167 = 0.0; |
| _168 = _167; |
| } |
| if (_153) |
| { |
| _147 = _160 > _168; |
| } |
| if (true) |
| { |
| break; |
| } |
| else |
| { |
| break; |
| } |
| } while(false); |
| highp float _180; |
| if (_153) |
| { |
| highp float _179 = 0.0; |
| _180 = _179; |
| } |
| else |
| { |
| _180 = a; |
| } |
| highp float _186; |
| if (_153) |
| { |
| highp float _185 = 0.0; |
| _186 = _185; |
| } |
| else |
| { |
| _186 = b; |
| } |
| if (!_153) |
| { |
| _147 = _180 < _186; |
| } |
| return _147; |
| } |
| |
| void main() |
| { |
| highp float data[10]; |
| for (int i = 0; i < 10; i++) |
| { |
| data[i] = float(10 - i) * _13.injectionSwitch.y; |
| } |
| for (int i_1 = 0; i_1 < 9; i_1++) |
| { |
| for (int j = 0; j < 10; j++) |
| { |
| if (j < (i_1 + 1)) |
| { |
| continue; |
| } |
| highp float param = data[i_1]; |
| highp float param_1 = data[j]; |
| bool doSwap = checkSwap(param, param_1); |
| if (doSwap) |
| { |
| highp float temp = data[i_1]; |
| data[i_1] = data[j]; |
| data[j] = temp; |
| } |
| } |
| } |
| if (gl_FragCoord.x < (_9.resolution.x / 2.0)) |
| { |
| _GLF_color = vec4(data[0] / 10.0, data[5] / 10.0, data[9] / 10.0, 1.0); |
| } |
| else |
| { |
| _GLF_color = vec4(data[5] / 10.0, data[9] / 10.0, data[0] / 10.0, 1.0); |
| } |
| } |
| |