| var<private> color_out : vec4<f32>; | |
| @group(0) @binding(0) var texture : texture_2d<f32>; | |
| var<private> gl_FragCoord : vec4<f32>; | |
| fn main_1() { | |
| let x_19 : vec4<f32> = gl_FragCoord; | |
| let x_22 : vec4<f32> = textureLoad(texture, vec2<i32>(vec2<f32>(x_19.x, x_19.y)), 0); | |
| color_out = x_22; | |
| return; | |
| } | |
| struct main_out { | |
| @location(0) | |
| color_out_1 : vec4<f32>, | |
| } | |
| @fragment | |
| fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out { | |
| gl_FragCoord = gl_FragCoord_param; | |
| main_1(); | |
| return main_out(color_out); | |
| } |