| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var i : i32; |
| i = 2; |
| loop { |
| let x_6 : i32 = i; |
| i = (x_6 + 1); |
| |
| continuing { |
| let x_35 : f32 = gl_FragCoord.x; |
| if (((x_35 >= 0.0) && false)) { |
| } else { |
| break; |
| } |
| } |
| } |
| let x_8 : i32 = i; |
| if ((x_8 == 3)) { |
| 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); |
| } |