| type Arr = @stride(16) array<i32, 3>; |
| |
| struct buf1 { |
| x_GLF_uniform_int_values : Arr; |
| }; |
| |
| type Arr_1 = @stride(16) array<f32, 1>; |
| |
| struct buf0 { |
| x_GLF_uniform_float_values : Arr_1; |
| }; |
| |
| @group(0) @binding(1) var<uniform> x_8 : buf1; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| @group(0) @binding(0) var<uniform> x_12 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn f1_() -> i32 { |
| var i : i32; |
| var A : array<i32, 10>; |
| var a : i32; |
| let x_56 : i32 = x_8.x_GLF_uniform_int_values[2]; |
| i = x_56; |
| loop { |
| let x_61 : i32 = i; |
| let x_63 : i32 = x_8.x_GLF_uniform_int_values[0]; |
| if ((x_61 < x_63)) { |
| } else { |
| break; |
| } |
| let x_66 : i32 = i; |
| let x_68 : i32 = x_8.x_GLF_uniform_int_values[2]; |
| A[x_66] = x_68; |
| |
| continuing { |
| let x_70 : i32 = i; |
| i = (x_70 + 1); |
| } |
| } |
| a = -1; |
| let x_73 : f32 = gl_FragCoord.y; |
| let x_75 : f32 = x_12.x_GLF_uniform_float_values[0]; |
| if ((x_73 >= x_75)) { |
| let x_79 : i32 = a; |
| let x_80 : i32 = (x_79 + 1); |
| a = x_80; |
| let x_82 : i32 = x_8.x_GLF_uniform_int_values[1]; |
| A[x_80] = x_82; |
| } |
| let x_85 : i32 = x_8.x_GLF_uniform_int_values[2]; |
| let x_87 : i32 = A[x_85]; |
| let x_89 : i32 = x_8.x_GLF_uniform_int_values[1]; |
| if ((x_87 == x_89)) { |
| let x_94 : i32 = a; |
| let x_95 : i32 = (x_94 + 1); |
| a = x_95; |
| let x_97 : i32 = A[x_95]; |
| return x_97; |
| } else { |
| let x_99 : i32 = x_8.x_GLF_uniform_int_values[1]; |
| return x_99; |
| } |
| return 0; |
| } |
| |
| fn main_1() { |
| var i_1 : i32; |
| let x_42 : i32 = f1_(); |
| i_1 = x_42; |
| let x_44 : i32 = x_8.x_GLF_uniform_int_values[1]; |
| let x_46 : i32 = i_1; |
| let x_48 : i32 = i_1; |
| let x_51 : i32 = x_8.x_GLF_uniform_int_values[1]; |
| x_GLF_color = vec4<f32>(f32(x_44), f32(x_46), f32(x_48), f32(x_51)); |
| 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); |
| } |