| struct buf0 { |
| /* @offset(0) */ |
| r : vec4<f32>, |
| } |
| |
| @group(0) @binding(0) var<uniform> x_7 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var f : f32; |
| var v : vec4<f32>; |
| f = determinant(mat3x3<f32>(vec3<f32>(1.0f, 0.0f, 0.0f), vec3<f32>(0.0f, 1.0f, 0.0f), vec3<f32>(0.0f, 0.0f, 1.0f))); |
| let x_33 : f32 = f; |
| let x_35 : f32 = f; |
| let x_37 : f32 = f; |
| let x_39 : f32 = f; |
| v = vec4<f32>(sin(x_33), cos(x_35), exp2(x_37), log(x_39)); |
| let x_42 : vec4<f32> = v; |
| let x_44 : vec4<f32> = x_7.r; |
| if ((distance(x_42, x_44) < 0.10000000149011611938f)) { |
| x_GLF_color = vec4<f32>(1.0f, 0.0f, 0.0f, 1.0f); |
| } else { |
| x_GLF_color = vec4<f32>(0.0f, 0.0f, 0.0f, 0.0f); |
| } |
| 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); |
| } |