| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var c1 : bool; |
| var uv : vec2<f32>; |
| var i : i32; |
| var x_37 : bool; |
| var x_37_phi : bool; |
| var x_9_phi : i32; |
| let x_34 : f32 = uv.y; |
| let x_35 : bool = (x_34 < 0.25); |
| c1 = x_35; |
| i = 0; |
| x_37_phi = x_35; |
| x_9_phi = 0; |
| loop { |
| x_37 = x_37_phi; |
| let x_9 : i32 = x_9_phi; |
| if ((x_9 < 1)) { |
| } else { |
| break; |
| } |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| return; |
| |
| continuing { |
| let x_7 : i32 = i; |
| i = (x_7 + 1); |
| x_37_phi = false; |
| x_9_phi = 0; |
| } |
| } |
| if (x_37) { |
| return; |
| } |
| return; |
| } |
| |
| struct main_out { |
| @location(0) |
| x_GLF_color_1 : vec4<f32>, |
| } |
| |
| @fragment |
| fn main() -> main_out { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |