| [[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); |
| } |