| struct buf0 { |
| injectionSwitch : vec2<f32>, |
| } |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| @group(0) @binding(0) var<uniform> x_7 : buf0; |
| |
| fn computeColor_() -> vec3<f32> { |
| var x_injected_loop_counter : i32; |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| x_injected_loop_counter = 1; |
| loop { |
| let x_38 : f32 = x_7.injectionSwitch.x; |
| if ((x_38 > 1.0)) { |
| let x_43 : f32 = x_7.injectionSwitch.x; |
| if ((x_43 > 1.0)) { |
| continue; |
| } else { |
| continue; |
| } |
| } |
| return vec3<f32>(1.0, 1.0, 1.0); |
| } |
| } |
| |
| fn main_1() { |
| let x_31 : vec3<f32> = computeColor_(); |
| return; |
| } |
| |
| struct main_out { |
| @location(0) |
| x_GLF_color_1 : vec4<f32>, |
| } |
| |
| @stage(fragment) |
| fn main() -> main_out { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |