| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn nb_mod_f1_(limit : ptr<function, f32>) -> f32 { |
| var x_injected_loop_counter : i32; |
| var x_injected_loop_counter_1 : i32; |
| let x_37 : f32 = *(limit); |
| if ((1.0 >= x_37)) { |
| return 1.0; |
| } |
| x_injected_loop_counter = 0; |
| loop { |
| let x_42 : bool = (0 < 2); |
| x_injected_loop_counter_1 = 0; |
| loop { |
| let x_47 : bool = (0 < 1); |
| return 1.0; |
| } |
| } |
| } |
| |
| fn main_1() { |
| var param : f32; |
| let x_34 : f32 = gl_FragCoord.x; |
| param = x_34; |
| let x_35 : f32 = nb_mod_f1_(&(param)); |
| 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>, |
| } |
| |
| @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); |
| } |