| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn func_() -> f32 { |
| var x : f32; |
| x = 2.0; |
| let x_35 : f32 = gl_FragCoord.x; |
| if ((x_35 == 12.0)) { |
| let x_40 : f32 = gl_FragCoord.y; |
| if ((x_40 == 13.0)) { |
| let x_44 : f32 = x; |
| x = (x_44 + 1.0); |
| } |
| let x_46 : f32 = x; |
| return x_46; |
| } |
| return 1.0; |
| } |
| |
| fn main_1() { |
| if (false) { |
| let x_31 : f32 = func_(); |
| x_GLF_color = vec4<f32>(x_31, x_31, x_31, x_31); |
| } else { |
| 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(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out { |
| gl_FragCoord = gl_FragCoord_param; |
| main_1(); |
| return main_out(x_GLF_color); |
| } |