| [[block]] |
| struct buf0 { |
| injectionSwitch : vec2<f32>; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_6 : buf0; |
| |
| fn main_1() { |
| loop { |
| var x_42 : vec4<f32>; |
| var x_39 : bool; |
| var x_38_phi : bool; |
| var x_41_phi : vec4<f32>; |
| let x_32 : f32 = gl_FragCoord.x; |
| let x_34 : i32 = i32(clamp(x_32, 0.0, 1.0)); |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| x_38_phi = false; |
| x_41_phi = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| loop { |
| var x_42_phi : vec4<f32>; |
| var x_47_phi : i32; |
| var x_39_phi : bool; |
| let x_38 : bool = x_38_phi; |
| let x_41 : vec4<f32> = x_41_phi; |
| x_42_phi = x_41; |
| x_47_phi = 0; |
| loop { |
| var x_45 : vec4<f32>; |
| var x_48 : i32; |
| x_42 = x_42_phi; |
| let x_47 : i32 = x_47_phi; |
| let x_50 : f32 = x_6.injectionSwitch.y; |
| x_39_phi = x_38; |
| if ((x_47 < (x_34 + i32(x_50)))) { |
| } else { |
| break; |
| } |
| var x_66 : vec4<f32>; |
| var x_70 : vec4<f32>; |
| var x_45_phi : vec4<f32>; |
| if ((x_34 < 0)) { |
| x_39_phi = true; |
| break; |
| } else { |
| if ((x_34 == 1)) { |
| let x_64 : f32 = f32(x_34); |
| let x_65 : vec2<f32> = vec2<f32>(x_64, x_64); |
| x_66 = vec4<f32>(x_65.x, x_42.y, x_42.z, x_65.y); |
| x_45_phi = x_66; |
| } else { |
| let x_68 : f32 = f32((x_34 + 1)); |
| let x_69 : vec2<f32> = vec2<f32>(x_68, x_68); |
| x_70 = vec4<f32>(x_69.x, x_42.y, x_42.z, x_69.y); |
| x_45_phi = x_70; |
| } |
| x_45 = x_45_phi; |
| } |
| |
| continuing { |
| x_48 = (x_47 + 1); |
| x_42_phi = x_45; |
| x_47_phi = x_48; |
| } |
| } |
| x_39 = x_39_phi; |
| if (x_39) { |
| break; |
| } |
| |
| continuing { |
| x_38_phi = x_39; |
| x_41_phi = x_42; |
| if ((x_34 < 0)) { |
| } else { |
| break; |
| } |
| } |
| } |
| if (x_39) { |
| break; |
| } |
| x_GLF_color = x_42; |
| break; |
| } |
| return; |
| } |
| |
| struct main_out { |
| [[location(0)]] |
| x_GLF_color_1 : vec4<f32>; |
| }; |
| |
| [[stage(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); |
| } |