| [[block]] |
| struct buf0 { |
| injectionSwitch : vec2<f32>; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_7 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn fx_() -> f32 { |
| let x_50 : f32 = gl_FragCoord.y; |
| if ((x_50 >= 0.0)) { |
| let x_55 : f32 = x_7.injectionSwitch.y; |
| return x_55; |
| } |
| loop { |
| if (true) { |
| } else { |
| break; |
| } |
| x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0); |
| } |
| return 0.0; |
| } |
| |
| fn main_1() { |
| var x2 : f32; |
| var B : f32; |
| var k0 : f32; |
| x2 = 1.0; |
| B = 1.0; |
| let x_34 : f32 = fx_(); |
| x_GLF_color = vec4<f32>(x_34, 0.0, 0.0, 1.0); |
| loop { |
| let x_40 : f32 = x2; |
| if ((x_40 > 2.0)) { |
| } else { |
| break; |
| } |
| let x_43 : f32 = fx_(); |
| let x_44 : f32 = fx_(); |
| k0 = (x_43 - x_44); |
| let x_46 : f32 = k0; |
| B = x_46; |
| let x_47 : f32 = B; |
| x2 = x_47; |
| } |
| 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); |
| } |