| struct buf0 { |
| injectionSwitch : vec2<f32>, |
| } |
| |
| @group(0) @binding(0) var<uniform> x_9 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var x_43 : f32; |
| var x_44 : f32; |
| var x_45 : f32; |
| var x_46 : i32; |
| var zero : i32; |
| var param : vec2<f32>; |
| var temp : vec2<f32>; |
| let x_47 : vec4<f32> = gl_FragCoord; |
| param = vec2<f32>(x_47.x, x_47.y); |
| loop { |
| let x_54 : f32 = param.y; |
| if ((x_54 < 50.0)) { |
| let x_60 : f32 = x_9.injectionSwitch.y; |
| x_44 = x_60; |
| } else { |
| x_44 = 0.0; |
| } |
| let x_61 : f32 = x_44; |
| x_43 = x_61; |
| let x_63 : f32 = gl_FragCoord.y; |
| let x_65 : f32 = select(0.0, 1.0, (x_63 < 50.0)); |
| x_45 = x_65; |
| if (((x_61 - x_65) < 1.0)) { |
| x_46 = 0; |
| break; |
| } |
| x_46 = 1; |
| break; |
| |
| continuing { |
| break if !(false); |
| } |
| } |
| let x_70 : i32 = x_46; |
| zero = x_70; |
| if ((x_70 == 1)) { |
| return; |
| } |
| x_GLF_color = vec4<f32>(0.0, 1.0, 1.0, 1.0); |
| let x_75 : f32 = gl_FragCoord.x; |
| let x_77 : f32 = x_9.injectionSwitch.x; |
| if ((x_75 >= x_77)) { |
| let x_82 : f32 = gl_FragCoord.y; |
| if ((x_82 >= 0.0)) { |
| let x_87 : f32 = x_9.injectionSwitch.y; |
| x_GLF_color.x = x_87; |
| } |
| } |
| let x_90 : f32 = gl_FragCoord.y; |
| if ((x_90 >= 0.0)) { |
| let x_95 : f32 = x_9.injectionSwitch.x; |
| x_GLF_color.y = x_95; |
| } |
| let x_97 : vec4<f32> = gl_FragCoord; |
| let x_98 : vec2<f32> = vec2<f32>(x_97.x, x_97.y); |
| let x_101 : vec2<f32> = vec2<f32>(x_98.x, x_98.y); |
| temp = x_101; |
| if ((x_101.y >= 0.0)) { |
| let x_107 : f32 = x_9.injectionSwitch.x; |
| x_GLF_color.z = x_107; |
| } |
| 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); |
| } |
| |
| fn alwaysZero_vf2_(coord : ptr<function, vec2<f32>>) -> i32 { |
| var a : f32; |
| var x_110 : f32; |
| var b : f32; |
| let x_112 : f32 = (*(coord)).y; |
| if ((x_112 < 50.0)) { |
| let x_118 : f32 = x_9.injectionSwitch.y; |
| x_110 = x_118; |
| } else { |
| x_110 = 0.0; |
| } |
| let x_119 : f32 = x_110; |
| a = x_119; |
| let x_121 : f32 = gl_FragCoord.y; |
| let x_123 : f32 = select(0.0, 1.0, (x_121 < 50.0)); |
| b = x_123; |
| if (((x_119 - x_123) < 1.0)) { |
| return 0; |
| } |
| return 1; |
| } |