| [[block]] |
| struct buf0 { |
| injectionSwitch : vec2<f32>; |
| }; |
| |
| [[group(0), binding(0)]] var<uniform> x_7 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var a : i32; |
| var i : i32; |
| a = 0; |
| i = 0; |
| loop { |
| let x_33 : i32 = i; |
| let x_35 : f32 = x_7.injectionSwitch.y; |
| if ((x_33 < i32(x_35))) { |
| } else { |
| break; |
| } |
| let x_39 : i32 = a; |
| if ((x_39 > 0)) { |
| break; |
| } |
| let x_44 : f32 = x_7.injectionSwitch.y; |
| a = ((i32(x_44) * 2) / 2); |
| |
| continuing { |
| let x_48 : i32 = i; |
| i = (x_48 + 1); |
| } |
| } |
| let x_50 : i32 = a; |
| if ((x_50 == 1)) { |
| 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() -> main_out { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |