| struct buf0 { |
| resolution : vec2<f32>, |
| } |
| |
| @group(0) @binding(0) var<uniform> x_7 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var c : vec3<f32>; |
| var x_51 : f32; |
| var x_55 : f32; |
| var x_56 : f32; |
| var x_81 : f32; |
| var x_82 : f32; |
| var x_118 : f32; |
| var x_119 : f32; |
| var x_55_phi : f32; |
| var x_58_phi : i32; |
| var x_81_phi : f32; |
| var x_82_phi : f32; |
| var x_83_phi : bool; |
| var x_85_phi : f32; |
| var x_122_phi : f32; |
| var x_129_phi : i32; |
| c = vec3<f32>(7.0, 8.0, 9.0); |
| let x_47 : f32 = x_7.resolution.x; |
| let x_49 : f32 = round((x_47 * 0.125)); |
| x_51 = gl_FragCoord.x; |
| switch(0u) { |
| default: { |
| x_55_phi = -0.5; |
| x_58_phi = 1; |
| loop { |
| var x_68 : f32; |
| var x_76 : f32; |
| var x_59 : i32; |
| var x_56_phi : f32; |
| x_55 = x_55_phi; |
| let x_58 : i32 = x_58_phi; |
| x_81_phi = 0.0; |
| x_82_phi = x_55; |
| x_83_phi = false; |
| if ((x_58 < 800)) { |
| } else { |
| break; |
| } |
| var x_75 : f32; |
| var x_76_phi : f32; |
| if (((x_58 % 32) == 0)) { |
| x_68 = (x_55 + 0.400000006); |
| x_56_phi = x_68; |
| } else { |
| x_76_phi = x_55; |
| if (((f32(x_58) - (round(x_49) * floor((f32(x_58) / round(x_49))))) <= 0.01)) { |
| x_75 = (x_55 + 100.0); |
| x_76_phi = x_75; |
| } |
| x_76 = x_76_phi; |
| x_56_phi = x_76; |
| } |
| x_56 = x_56_phi; |
| if ((f32(x_58) >= x_51)) { |
| x_81_phi = x_56; |
| x_82_phi = x_56; |
| x_83_phi = true; |
| break; |
| } |
| |
| continuing { |
| x_59 = (x_58 + 1); |
| x_55_phi = x_56; |
| x_58_phi = x_59; |
| } |
| } |
| x_81 = x_81_phi; |
| x_82 = x_82_phi; |
| let x_83 : bool = x_83_phi; |
| x_85_phi = x_81; |
| if (x_83) { |
| break; |
| } |
| x_85_phi = x_82; |
| } |
| } |
| var x_88 : f32; |
| var x_92 : f32; |
| var x_93 : f32; |
| var x_92_phi : f32; |
| var x_95_phi : i32; |
| var x_118_phi : f32; |
| var x_119_phi : f32; |
| var x_120_phi : bool; |
| let x_85 : f32 = x_85_phi; |
| c.x = x_85; |
| x_88 = gl_FragCoord.y; |
| switch(0u) { |
| default: { |
| x_92_phi = -0.5; |
| x_95_phi = 1; |
| loop { |
| var x_105 : f32; |
| var x_113 : f32; |
| var x_96 : i32; |
| var x_93_phi : f32; |
| x_92 = x_92_phi; |
| let x_95 : i32 = x_95_phi; |
| x_118_phi = 0.0; |
| x_119_phi = x_92; |
| x_120_phi = false; |
| if ((x_95 < 800)) { |
| } else { |
| break; |
| } |
| var x_112 : f32; |
| var x_113_phi : f32; |
| if (((x_95 % 32) == 0)) { |
| x_105 = (x_92 + 0.400000006); |
| x_93_phi = x_105; |
| } else { |
| x_113_phi = x_92; |
| if (((f32(x_95) - (round(x_49) * floor((f32(x_95) / round(x_49))))) <= 0.01)) { |
| x_112 = (x_92 + 100.0); |
| x_113_phi = x_112; |
| } |
| x_113 = x_113_phi; |
| x_93_phi = x_113; |
| } |
| x_93 = x_93_phi; |
| if ((f32(x_95) >= x_88)) { |
| x_118_phi = x_93; |
| x_119_phi = x_93; |
| x_120_phi = true; |
| break; |
| } |
| |
| continuing { |
| x_96 = (x_95 + 1); |
| x_92_phi = x_93; |
| x_95_phi = x_96; |
| } |
| } |
| x_118 = x_118_phi; |
| x_119 = x_119_phi; |
| let x_120 : bool = x_120_phi; |
| x_122_phi = x_118; |
| if (x_120) { |
| break; |
| } |
| x_122_phi = x_119; |
| } |
| } |
| let x_122 : f32 = x_122_phi; |
| c.y = x_122; |
| let x_124 : f32 = c.x; |
| let x_125 : f32 = c.y; |
| c.z = (x_124 + x_125); |
| x_129_phi = 0; |
| loop { |
| var x_130 : i32; |
| let x_129 : i32 = x_129_phi; |
| if ((x_129 < 3)) { |
| } else { |
| break; |
| } |
| let x_136 : f32 = c[x_129]; |
| if ((x_136 >= 1.0)) { |
| let x_140 : f32 = c[x_129]; |
| let x_141 : f32 = c[x_129]; |
| c[x_129] = (x_140 * x_141); |
| } |
| |
| continuing { |
| x_130 = (x_129 + 1); |
| x_129_phi = x_130; |
| } |
| } |
| let x_143 : vec3<f32> = c; |
| let x_145 : vec3<f32> = normalize(abs(x_143)); |
| x_GLF_color = vec4<f32>(x_145.x, x_145.y, x_145.z, 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); |
| } |