| struct S { |
| f0 : i32, |
| f1 : vec3<bool>, |
| } |
| |
| struct buf0 { |
| injectionSwitch : vec2<f32>, |
| } |
| |
| @group(0) @binding(0) var<uniform> x_7 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var ll : S; |
| var sums : array<f32, 9u>; |
| ll = S(0, vec3<bool>(true, true, true)); |
| loop { |
| let x_12 : S = ll; |
| let x_45 : f32 = x_7.injectionSwitch.y; |
| if ((x_12.f0 != i32(x_45))) { |
| } else { |
| break; |
| } |
| sums[0] = 0.0; |
| |
| continuing { |
| let x_13 : S = ll; |
| let x_50 : S = ll; |
| var x_51_1 : S = x_50; |
| x_51_1.f0 = (x_13.f0 + 1); |
| let x_51 : S = x_51_1; |
| ll = x_51; |
| } |
| } |
| let x_53 : f32 = sums[0]; |
| let x_54 : vec2<f32> = vec2<f32>(x_53, x_53); |
| x_GLF_color = vec4<f32>(1.0, x_54.x, x_54.y, 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); |
| } |