| [[block]] |
| struct buf0 { |
| one : f32; |
| }; |
| |
| [[group(0), binding(0)]] var<uniform> x_7 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var v : vec4<f32>; |
| var res : vec4<f32>; |
| v = vec4<f32>(8.399999619, -864.664978027, 945.41998291, 1.0); |
| let x_31 : f32 = x_7.one; |
| let x_37 : vec4<f32> = v; |
| res = (mat4x4<f32>(vec4<f32>(x_31, 0.0, 0.0, 0.0), vec4<f32>(0.0, x_31, 0.0, 0.0), vec4<f32>(0.0, 0.0, x_31, 0.0), vec4<f32>(0.0, 0.0, 0.0, x_31)) * x_37); |
| let x_39 : vec4<f32> = v; |
| let x_40 : vec4<f32> = res; |
| if ((distance(x_39, x_40) < 0.01)) { |
| 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() -> main_out { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |