var<private> gl_FragCoord : vec4<f32>; | |
var<private> x_GLF_color : vec4<f32>; | |
fn func_() -> vec4<f32> { | |
var x : f32; | |
x = 1.0; | |
let x_30 : f32 = gl_FragCoord.x; | |
if ((x_30 < 0.0)) { | |
x = 0.5; | |
} | |
let x_34 : f32 = x; | |
return vec4<f32>(x_34, 0.0, 0.0, 1.0); | |
} | |
fn main_1() { | |
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); | |
loop { | |
let x_26 : vec4<f32> = func_(); | |
x_GLF_color = x_26; | |
if (false) { | |
} else { | |
break; | |
} | |
} | |
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); | |
} |