| [[block]] |
| struct buf0 { |
| zero : f32; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_7 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var f : f32; |
| var x_49 : bool; |
| var x_50_phi : bool; |
| let x_31 : f32 = gl_FragCoord.x; |
| f = x_31; |
| let x_32 : f32 = f; |
| f = (x_32 + -0x1.8p+128); |
| let x_34 : f32 = f; |
| if (((5.0 / x_34) == 0.0)) { |
| let x_39 : f32 = f; |
| f = (x_39 + 1.0); |
| } |
| let x_41 : f32 = f; |
| let x_42 : bool = isNan(x_41); |
| x_50_phi = x_42; |
| if (!(x_42)) { |
| let x_46 : f32 = f; |
| let x_48 : f32 = x_7.zero; |
| x_49 = (x_46 != x_48); |
| x_50_phi = x_49; |
| } |
| let x_50 : bool = x_50_phi; |
| if (x_50) { |
| f = 0.0; |
| } |
| let x_53 : f32 = f; |
| if ((x_53 == 0.0)) { |
| 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); |
| } |