| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> out_data : i32; |
| |
| fn main_1() { |
| var x_is_odd : bool; |
| var y_is_odd : bool; |
| let x_24 : f32 = gl_FragCoord.x; |
| x_is_odd = ((i32(x_24) & 1) == 1); |
| let x_29 : f32 = gl_FragCoord.y; |
| y_is_odd = ((i32(x_29) & 1) == 1); |
| let x_33 : bool = x_is_odd; |
| let x_34 : bool = y_is_odd; |
| out_data = select(0, 1, (x_33 || x_34)); |
| return; |
| } |
| |
| struct main_out { |
| [[location(0)]] |
| out_data_1 : i32; |
| }; |
| |
| [[stage(fragment)]] |
| fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out { |
| gl_FragCoord = gl_FragCoord_param; |
| main_1(); |
| return main_out(out_data); |
| } |