| var<private> gl_FragCoord : vec4<f32>; | |
| var<private> x_GLF_color : vec4<f32>; | |
| fn main_1() { | |
| let x_22 : f32 = gl_FragCoord.x; | |
| if (((x_22 < 0.0) | true)) { | |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); | |
| } else { | |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); | |
| } | |
| 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); | |
| } |