var<private> x_GLF_color : vec4<f32>; | |
fn f_() -> vec3<f32> { | |
var iteration : i32; | |
var k : i32; | |
iteration = 0; | |
k = 0; | |
loop { | |
let x_7 : i32 = k; | |
if ((x_7 < 100)) { | |
} else { | |
break; | |
} | |
let x_8 : i32 = iteration; | |
iteration = (x_8 + 1); | |
continuing { | |
let x_10 : i32 = k; | |
k = (x_10 + 1); | |
} | |
} | |
let x_12 : i32 = iteration; | |
if ((x_12 < 100)) { | |
let x_13 : i32 = iteration; | |
let x_15 : i32 = iteration; | |
return vec3<f32>(1.0, f32((x_13 - 1)), f32((x_15 - 1))); | |
} else { | |
loop { | |
loop { | |
return vec3<f32>(1.0, 0.0, 0.0); | |
} | |
} | |
} | |
} | |
fn main_1() { | |
let x_35 : vec3<f32> = f_(); | |
x_GLF_color = vec4<f32>(x_35.x, x_35.y, x_35.z, 1.0); | |
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); | |
} |