| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var v : vec4<f32>; |
| var dist1 : f32; |
| var dist2 : f32; |
| v = vec4<f32>(1.0, 2.0, 3.0, 4.0); |
| let x_30 : vec4<f32> = v; |
| let x_32 : vec4<f32> = v; |
| let x_34 : vec4<f32> = v; |
| dist1 = distance(tanh(x_30), (sinh(x_32) / cosh(x_34))); |
| let x_38 : vec4<f32> = v; |
| dist2 = distance(tanh(x_38), vec4<f32>(0.761590004, 0.964030027, 0.995050013, 0.999329984)); |
| let x_41 : f32 = dist1; |
| let x_43 : f32 = dist2; |
| if (((x_41 < 0.100000001) & (x_43 < 0.100000001))) { |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } else { |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| 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); |
| } |