blob: c4cb117b18d8d740e9cfcaf57d749474415a1ac7 [file] [log] [blame] [edit]
struct S {
f0 : i32,
f1 : mat4x3<f32>,
}
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var x_51 : i32;
var x_12_phi : i32;
loop {
var x_45 : S;
var x_45_phi : S;
var x_11_phi : i32;
x_45_phi = S(0, mat4x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0), vec3<f32>(0.0, 0.0, 0.0)));
x_11_phi = 0;
loop {
var x_46 : S;
var x_9 : i32;
x_45 = x_45_phi;
let x_11 : i32 = x_11_phi;
let x_49 : f32 = gl_FragCoord.x;
x_51 = select(2, 1, (x_49 == 0.0));
if ((x_11 < x_51)) {
} else {
break;
}
continuing {
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
x_46 = x_45;
x_46.f0 = (x_45.f0 + 1);
x_9 = (x_11 + 1);
x_45_phi = x_46;
x_11_phi = x_9;
}
}
if ((x_45.f0 < 1000)) {
break;
}
break;
}
x_12_phi = 0;
loop {
var x_6 : i32;
let x_12 : i32 = x_12_phi;
if ((x_12 < x_51)) {
} else {
break;
}
continuing {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
x_6 = (x_12 + 1);
x_12_phi = x_6;
}
}
return;
}
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
}
@stage(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);
}