| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn func_() -> vec4<f32> { |
| var x : f32; |
| x = 1.0; |
| let x_30 : f32 = gl_FragCoord.x; |
| if ((x_30 < 0.0)) { |
| x = 0.5; |
| } |
| let x_34 : f32 = x; |
| return vec4<f32>(x_34, 0.0, 0.0, 1.0); |
| } |
| |
| fn main_1() { |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| loop { |
| let x_26 : vec4<f32> = func_(); |
| x_GLF_color = x_26; |
| if (false) { |
| } else { |
| break; |
| } |
| } |
| 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); |
| } |