blob: 00cdb6388dba666e6184c628631ab1e5d047a623 [file] [log] [blame]
struct buf0 {
injectionSwitch : vec2<f32>,
}
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var data : array<i32, 10u>;
var x_40 : i32;
var x_40_phi : i32;
var x_11_phi : i32;
let x_7 : i32 = data[1];
let x_10 : i32 = select(1, 2, (1 < x_7));
x_40_phi = 1;
x_11_phi = x_10;
loop {
var x_54 : i32;
var x_41 : i32;
var x_41_phi : i32;
x_40 = x_40_phi;
let x_11 : i32 = x_11_phi;
if ((x_11 < 3)) {
} else {
break;
}
var x_54_phi : i32;
let x_8 : i32 = (x_11 + 1);
let x_47 : f32 = x_6.injectionSwitch.x;
x_54_phi = x_40;
switch(i32(x_47)) {
case 78: {
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
fallthrough;
}
case 19: {
x_54_phi = bitcast<i32>((x_40 + bitcast<i32>(1)));
fallthrough;
}
case 23, 38: {
x_54 = x_54_phi;
x_41_phi = x_54;
continue;
}
default: {
x_41_phi = x_40;
continue;
}
}
continuing {
x_41 = x_41_phi;
x_40_phi = x_41;
x_11_phi = x_8;
}
}
data[x_40] = 1;
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);
}