blob: 6d6d46770371db8d067684433963a5e6f85e5d2f [file] [log] [blame]
[[block]]
struct buf0 {
injectionSwitch : vec2<f32>;
};
[[group(0), binding(0)]] var<uniform> x_9 : buf0;
var<private> x_GLF_color : vec4<f32>;
var<private> gl_FragCoord : vec4<f32>;
fn main_1() {
var v : vec2<f32>;
var floats : array<f32, 9>;
var one : i32;
var i : i32;
var alwaysFalse : bool;
v = vec2<f32>(0.0, 0.0);
floats[1] = 0.0;
let x_46 : f32 = x_9.injectionSwitch.y;
one = i32(x_46);
loop {
i = 0;
loop {
let x_56 : i32 = i;
let x_57 : i32 = one;
if ((x_56 < x_57)) {
} else {
break;
}
let x_60 : i32 = i;
if ((x_60 == 0)) {
let x_65 : f32 = x_9.injectionSwitch.x;
let x_67 : f32 = x_9.injectionSwitch.y;
alwaysFalse = (x_65 > x_67);
let x_69 : bool = alwaysFalse;
if (!(x_69)) {
let x_73 : i32 = one;
floats[x_73] = 1.0;
x_GLF_color = vec4<f32>(1.0, 1.0, 0.0, 1.0);
}
let x_75 : i32 = one;
v[x_75] = 1.0;
let x_77 : bool = alwaysFalse;
if (x_77) {
discard;
}
let x_81 : f32 = x_9.injectionSwitch.y;
if ((x_81 < 0.0)) {
x_GLF_color = vec4<f32>(0.0, 1.0, 0.0, 1.0);
}
}
continuing {
let x_85 : i32 = i;
i = (x_85 + 1);
}
}
continuing {
let x_87 : i32 = one;
if ((x_87 < 0)) {
} else {
break;
}
}
}
var x_102 : bool;
var x_103_phi : bool;
let x_90 : f32 = gl_FragCoord.y;
if ((x_90 >= 0.0)) {
let x_96 : f32 = v.y;
let x_97 : bool = (x_96 == 1.0);
x_103_phi = x_97;
if (x_97) {
let x_101 : f32 = floats[1];
x_102 = (x_101 == 1.0);
x_103_phi = x_102;
}
let x_103 : bool = x_103_phi;
if (x_103) {
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);
}