blob: 527d4621b1afa521345befa067f3638013161e58 [file] [log] [blame]
struct S {
f1 : i32,
f2 : mat2x2<f32>,
}
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var x_41 : mat2x2<f32>;
var x_6 : i32;
var x_42 : mat2x2<f32>;
var x_49_phi : mat2x2<f32>;
let x_44 : f32 = gl_FragCoord.x;
if ((x_44 < 0.0)) {
x_42 = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0));
x_49_phi = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0));
} else {
x_42 = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5));
x_49_phi = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5));
}
let x_49 : mat2x2<f32> = x_49_phi;
let x_51 : S = S(1, transpose(x_49));
let x_52 : i32 = x_51.f1;
x_6 = x_52;
x_41 = x_51.f2;
let x_56 : mat2x2<f32> = x_41;
let x_59 : mat2x2<f32> = x_41;
let x_63 : mat2x2<f32> = x_41;
let x_66 : mat2x2<f32> = x_41;
x_GLF_color = vec4<f32>(f32(x_52), (x_56[0u].x + x_59[1u].x), (x_63[0u].y + x_66[1u].y), f32(x_52));
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);
}