var<private> x_GLF_color : vec4<f32>; | |
var<private> gl_FragCoord : vec4<f32>; | |
fn main_1() { | |
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); | |
if (true) { | |
let x_23 : f32 = gl_FragCoord.x; | |
if ((x_23 < 0.0)) { | |
loop { | |
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); | |
continuing { | |
let x_32 : f32 = gl_FragCoord.x; | |
break if !(x_32 < 0.0); | |
} | |
} | |
} | |
} | |
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); | |
} |