blob: cb78e4d999b773e757c12c356055d4413e7231c8 [file] [log] [blame]
struct buf0 {
injectionSwitch : vec2<f32>;
};
var<private> gl_FragCoord : vec4<f32>;
var<private> array0 : array<f32, 3>;
var<private> array1 : array<f32, 3>;
@group(0) @binding(0) var<uniform> x_11 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var q : i32;
var i : i32;
var c : i32;
q = 0;
let x_55 : f32 = gl_FragCoord.x;
i = (i32(x_55) % 3);
c = 0;
loop {
let x_14 : i32 = c;
if ((x_14 < 3)) {
} else {
break;
}
let x_15 : i32 = c;
array0[x_15] = 0.0;
let x_16 : i32 = c;
array1[x_16] = 0.0;
let x_65 : f32 = x_11.injectionSwitch.x;
let x_18 : i32 = q;
switch((i32(x_65) + x_18)) {
case 51: {
loop {
if (true) {
} else {
break;
}
}
let x_20 : i32 = c;
array0[x_20] = 1.0;
fallthrough;
}
case 61: {
array1[0] = 1.0;
let x_21 : i32 = c;
array1[x_21] = 1.0;
}
case 0: {
q = 61;
}
default: {
}
}
continuing {
let x_22 : i32 = c;
c = (x_22 + 1);
}
}
let x_24 : i32 = i;
let x_79 : f32 = array1[x_24];
let x_25 : i32 = i;
let x_81 : f32 = array0[x_25];
let x_26 : i32 = i;
let x_83 : f32 = array0[x_26];
x_GLF_color = vec4<f32>(x_79, x_81, x_83, 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);
}