| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var x_26 : vec2<f32>; |
| var x_39 : bool; |
| var x_26_phi : vec2<f32>; |
| var x_5_phi : i32; |
| var x_40_phi : bool; |
| x_26_phi = vec2<f32>(); |
| x_5_phi = 2; |
| loop { |
| var x_27 : vec2<f32>; |
| var x_4 : i32; |
| x_26 = x_26_phi; |
| let x_5 : i32 = x_5_phi; |
| if ((x_5 < 3)) { |
| } else { |
| break; |
| } |
| |
| continuing { |
| let x_32 : vec2<f32> = vec2<f32>(1.0, f32(x_5)); |
| x_27 = vec2<f32>(x_32.x, x_32.y); |
| x_4 = (x_5 + 1); |
| x_26_phi = x_27; |
| x_5_phi = x_4; |
| } |
| } |
| let x_34 : bool = (x_26.x != 1.0); |
| x_40_phi = x_34; |
| if (!(x_34)) { |
| x_39 = (x_26.y != 2.0); |
| x_40_phi = x_39; |
| } |
| let x_40 : bool = x_40_phi; |
| if (x_40) { |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } else { |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 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); |
| } |