| struct buf0 { |
| injectionSwitch : vec2<f32>, |
| } |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| @group(0) @binding(0) var<uniform> x_6 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| fn main_1() { |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 1.0); |
| let x_30 : f32 = x_6.injectionSwitch.x; |
| switch(i32(x_30)) { |
| case 0: { |
| switch(1) { |
| case 1: { |
| let x_38 : f32 = gl_FragCoord.y; |
| if ((x_38 >= 0.0)) { |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| break; |
| } |
| discard; |
| } |
| default: { |
| } |
| } |
| fallthrough; |
| } |
| case 42: { |
| } |
| default: { |
| } |
| } |
| return; |
| } |
| |
| struct main_out { |
| @location(0) |
| x_GLF_color_1 : vec4<f32>, |
| } |
| |
| @fragment |
| fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out { |
| gl_FragCoord = gl_FragCoord_param; |
| main_1(); |
| return main_out(x_GLF_color); |
| } |