struct S { | |
f0 : i32, | |
f1 : vec3<bool>, | |
} | |
struct buf0 { | |
injectionSwitch : vec2<f32>, | |
} | |
@group(0) @binding(0) var<uniform> x_7 : buf0; | |
var<private> x_GLF_color : vec4<f32>; | |
fn main_1() { | |
var ll : S; | |
var sums : array<f32, 9u>; | |
ll = S(0, vec3<bool>(true, true, true)); | |
loop { | |
let x_12 : S = ll; | |
let x_45 : f32 = x_7.injectionSwitch.y; | |
if ((x_12.f0 != i32(x_45))) { | |
} else { | |
break; | |
} | |
sums[0] = 0.0; | |
continuing { | |
let x_13 : S = ll; | |
let x_50 : S = ll; | |
var x_51_1 : S = x_50; | |
x_51_1.f0 = (x_13.f0 + 1); | |
let x_51 : S = x_51_1; | |
ll = x_51; | |
} | |
} | |
let x_53 : f32 = sums[0]; | |
let x_54 : vec2<f32> = vec2<f32>(x_53, x_53); | |
x_GLF_color = vec4<f32>(1.0, x_54.x, x_54.y, 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); | |
} |