| struct S { |
| f0 : i32; |
| f1 : mat4x3<f32>; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var x_51 : i32; |
| var x_12_phi : i32; |
| loop { |
| var x_45 : S; |
| var x_45_phi : S; |
| var x_11_phi : i32; |
| x_45_phi = S(0, mat4x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0), vec3<f32>(0.0, 0.0, 0.0))); |
| x_11_phi = 0; |
| loop { |
| var x_46 : S; |
| var x_9 : i32; |
| x_45 = x_45_phi; |
| let x_11 : i32 = x_11_phi; |
| let x_49 : f32 = gl_FragCoord.x; |
| x_51 = select(2, 1, (x_49 == 0.0)); |
| if ((x_11 < x_51)) { |
| } else { |
| break; |
| } |
| |
| continuing { |
| x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0); |
| x_46 = x_45; |
| x_46.f0 = (x_45.f0 + 1); |
| x_9 = (x_11 + 1); |
| x_45_phi = x_46; |
| x_11_phi = x_9; |
| } |
| } |
| if ((x_45.f0 < 1000)) { |
| break; |
| } |
| break; |
| } |
| x_12_phi = 0; |
| loop { |
| var x_6 : i32; |
| let x_12 : i32 = x_12_phi; |
| if ((x_12 < x_51)) { |
| } else { |
| break; |
| } |
| |
| continuing { |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| x_6 = (x_12 + 1); |
| x_12_phi = x_6; |
| } |
| } |
| return; |
| } |
| |
| struct main_out { |
| [[location(0)]] |
| x_GLF_color_1 : vec4<f32>; |
| }; |
| |
| [[stage(fragment)]] |
| fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out { |
| gl_FragCoord = gl_FragCoord_param; |
| main_1(); |
| return main_out(x_GLF_color); |
| } |