| type Arr = [[stride(16)]] array<i32, 3>; |
| |
| [[block]] |
| struct buf0 { |
| x_GLF_uniform_int_values : Arr; |
| }; |
| |
| type Arr_1 = [[stride(16)]] array<f32, 2>; |
| |
| [[block]] |
| struct buf1 { |
| x_GLF_uniform_float_values : Arr_1; |
| }; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_6 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| [[group(0), binding(1)]] var<uniform> x_9 : buf1; |
| |
| fn main_1() { |
| var i : i32; |
| let x_37 : i32 = x_6.x_GLF_uniform_int_values[1]; |
| let x_38 : f32 = f32(x_37); |
| x_GLF_color = vec4<f32>(x_38, x_38, x_38, x_38); |
| let x_41 : i32 = x_6.x_GLF_uniform_int_values[1]; |
| i = x_41; |
| loop { |
| let x_46 : i32 = i; |
| let x_48 : i32 = x_6.x_GLF_uniform_int_values[2]; |
| if ((x_46 < x_48)) { |
| } else { |
| break; |
| } |
| let x_52 : f32 = gl_FragCoord.y; |
| let x_54 : f32 = x_9.x_GLF_uniform_float_values[0]; |
| if ((x_52 < x_54)) { |
| let x_59 : f32 = gl_FragCoord.x; |
| let x_61 : f32 = x_9.x_GLF_uniform_float_values[0]; |
| if ((x_59 < x_61)) { |
| return; |
| } |
| let x_66 : f32 = x_9.x_GLF_uniform_float_values[1]; |
| let x_68 : f32 = x_9.x_GLF_uniform_float_values[1]; |
| if ((x_66 > x_68)) { |
| return; |
| } |
| discard; |
| } |
| let x_73 : f32 = x_9.x_GLF_uniform_float_values[1]; |
| let x_75 : f32 = x_9.x_GLF_uniform_float_values[0]; |
| if ((x_73 > x_75)) { |
| let x_80 : i32 = x_6.x_GLF_uniform_int_values[0]; |
| let x_83 : i32 = x_6.x_GLF_uniform_int_values[1]; |
| let x_86 : i32 = x_6.x_GLF_uniform_int_values[1]; |
| let x_89 : i32 = x_6.x_GLF_uniform_int_values[0]; |
| x_GLF_color = vec4<f32>(f32(x_80), f32(x_83), f32(x_86), f32(x_89)); |
| break; |
| } |
| let x_93 : f32 = x_9.x_GLF_uniform_float_values[0]; |
| if ((x_93 < 0.0)) { |
| discard; |
| } |
| |
| continuing { |
| let x_97 : i32 = i; |
| i = (x_97 + 1); |
| } |
| } |
| 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); |
| } |