var<private> x_GLF_color : vec4<f32>; | |
fn main_1() { | |
var x_26 : vec2<f32>; | |
var x_39 : bool; | |
var x_26_phi : vec2<f32>; | |
var x_5_phi : i32; | |
var x_40_phi : bool; | |
x_26_phi = vec2<f32>(); | |
x_5_phi = 2; | |
loop { | |
var x_27 : vec2<f32>; | |
var x_4 : i32; | |
x_26 = x_26_phi; | |
let x_5 : i32 = x_5_phi; | |
if ((x_5 < 3)) { | |
} else { | |
break; | |
} | |
continuing { | |
let x_32 : vec2<f32> = vec2<f32>(1.0, f32(x_5)); | |
x_27 = vec2<f32>(x_32.x, x_32.y); | |
x_4 = (x_5 + 1); | |
x_26_phi = x_27; | |
x_5_phi = x_4; | |
} | |
} | |
let x_34 : bool = (x_26.x != 1.0); | |
x_40_phi = x_34; | |
if (!(x_34)) { | |
x_39 = (x_26.y != 2.0); | |
x_40_phi = x_39; | |
} | |
let x_40 : bool = x_40_phi; | |
if (x_40) { | |
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); | |
} 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() -> main_out { | |
main_1(); | |
return main_out(x_GLF_color); | |
} |