| struct buf0 { |
| one : f32, |
| } |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| @group(0) @binding(0) var<uniform> x_8 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var a : vec2<f32>; |
| var b : vec3<f32>; |
| var x_105 : bool; |
| var x_111 : bool; |
| var x_106_phi : bool; |
| var x_112_phi : bool; |
| a = vec2<f32>(1.0, 1.0); |
| b = vec3<f32>(0.0, 0.0, 0.0); |
| let x_52 : f32 = gl_FragCoord.y; |
| if ((i32(x_52) < 40)) { |
| b = vec3<f32>(0.100000001, 0.100000001, 0.100000001); |
| } else { |
| let x_59 : f32 = gl_FragCoord.y; |
| if ((i32(x_59) < 60)) { |
| b = vec3<f32>(0.200000003, 0.200000003, 0.200000003); |
| } else { |
| let x_66 : f32 = gl_FragCoord.y; |
| if ((x_66 < 80.0)) { |
| let x_72 : f32 = a.x; |
| let x_74 : f32 = x_8.one; |
| b = (cos((vec3<f32>(x_72, x_72, x_72) + vec3<f32>(x_74, x_74, x_74))) + vec3<f32>(0.01, 0.01, 0.01)); |
| } else { |
| let x_82 : f32 = gl_FragCoord.y; |
| if ((i32(x_82) < 100)) { |
| let x_89 : f32 = x_8.one; |
| b = cos(vec3<f32>(x_89, x_89, x_89)); |
| } else { |
| let x_93 : f32 = gl_FragCoord.y; |
| if ((i32(x_93) < 500)) { |
| b = vec3<f32>(0.540302277, 0.540302277, -0.99996084); |
| } |
| } |
| } |
| } |
| } |
| let x_99 : f32 = b.x; |
| let x_100 : bool = (x_99 < 1.019999981); |
| x_106_phi = x_100; |
| if (x_100) { |
| let x_104 : f32 = b.y; |
| x_105 = (x_104 < 1.019999981); |
| x_106_phi = x_105; |
| } |
| let x_106 : bool = x_106_phi; |
| x_112_phi = x_106; |
| if (x_106) { |
| let x_110 : f32 = b.z; |
| x_111 = (x_110 < 1.019999981); |
| x_112_phi = x_111; |
| } |
| let x_112 : bool = x_112_phi; |
| if (x_112) { |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } else { |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| 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); |
| } |