| [[block]] |
| struct buf0 { |
| injectionSwitch : vec2<f32>; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_6 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var x_30 : bool; |
| var x_47 : f32; |
| let x_29 : f32 = x_6.injectionSwitch.x; |
| x_30 = (x_29 > 1.0); |
| if (x_30) { |
| loop { |
| var x_47_phi : f32; |
| loop { |
| let x_41 : f32 = gl_FragCoord.x; |
| if ((x_41 < 0.0)) { |
| if (x_30) { |
| x_47_phi = 1.0; |
| break; |
| } else { |
| continue; |
| } |
| continue; |
| } |
| x_47_phi = 0.0; |
| break; |
| } |
| x_47 = x_47_phi; |
| break; |
| } |
| var x_48_1 : vec4<f32> = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| x_48_1.y = x_47; |
| let x_48 : vec4<f32> = x_48_1; |
| x_GLF_color = x_48; |
| } |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 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); |
| } |