| struct buf0 { |
| injectionSwitch : vec2<f32>; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_10 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn func_() -> f32 { |
| var alwaysFalse : bool; |
| var value : vec4<f32>; |
| var a : vec2<f32>; |
| var i : i32; |
| var x_121 : bool; |
| var x_122_phi : bool; |
| let x_71 : f32 = gl_FragCoord.x; |
| alwaysFalse = (x_71 < -1.0); |
| let x_73 : bool = alwaysFalse; |
| if (x_73) { |
| let x_76 : vec2<f32> = a; |
| let x_77 : vec4<f32> = value; |
| value = vec4<f32>(x_76.x, x_76.y, x_77.z, x_77.w); |
| } |
| let x_79 : bool = alwaysFalse; |
| if (!(x_79)) { |
| let x_84 : vec2<f32> = x_10.injectionSwitch; |
| let x_85 : vec4<f32> = value; |
| value = vec4<f32>(x_84.x, x_84.y, x_85.z, x_85.w); |
| } |
| let x_87 : vec4<f32> = gl_FragCoord; |
| let x_89 : vec4<f32> = value; |
| let x_93 : vec4<f32> = value; |
| let x_95 : vec2<f32> = (((vec2<f32>(x_87.x, x_87.y) * vec2<f32>(x_89.x, x_89.y)) * vec2<f32>(2.0, 2.0)) + vec2<f32>(x_93.x, x_93.y)); |
| let x_96 : vec4<f32> = value; |
| value = vec4<f32>(x_96.x, x_96.y, x_95.x, x_95.y); |
| i = 0; |
| loop { |
| let x_102 : i32 = i; |
| let x_104 : f32 = x_10.injectionSwitch.y; |
| if ((x_102 < (i32(x_104) + 1))) { |
| } else { |
| break; |
| } |
| let x_109 : i32 = i; |
| value.x = f32(x_109); |
| |
| continuing { |
| let x_112 : i32 = i; |
| i = (x_112 + 1); |
| } |
| } |
| let x_115 : f32 = value.x; |
| let x_116 : bool = (x_115 == 1.0); |
| x_122_phi = x_116; |
| if (x_116) { |
| let x_120 : f32 = value.y; |
| x_121 = (x_120 == 1.0); |
| x_122_phi = x_121; |
| } |
| let x_122 : bool = x_122_phi; |
| if (x_122) { |
| return 1.0; |
| } else { |
| return 0.0; |
| } |
| return 0.0; |
| } |
| |
| fn main_1() { |
| var count : i32; |
| var i_1 : i32; |
| count = 0; |
| i_1 = 0; |
| loop { |
| let x_51 : i32 = i_1; |
| let x_53 : f32 = x_10.injectionSwitch.y; |
| if ((x_51 < (i32(x_53) + 1))) { |
| } else { |
| break; |
| } |
| let x_58 : f32 = func_(); |
| let x_60 : i32 = count; |
| count = (x_60 + i32(x_58)); |
| |
| continuing { |
| let x_62 : i32 = i_1; |
| i_1 = (x_62 + 1); |
| } |
| } |
| let x_64 : i32 = count; |
| if ((x_64 == 2)) { |
| 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, 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); |
| } |