| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn x_47() { |
| discard; |
| } |
| |
| fn main_1() { |
| loop { |
| var x_30_phi : i32; |
| var x_48_phi : bool; |
| x_30_phi = 0; |
| loop { |
| var x_31 : i32; |
| let x_30 : i32 = x_30_phi; |
| x_48_phi = false; |
| if ((x_30 < 10)) { |
| } else { |
| break; |
| } |
| let x_37 : f32 = gl_FragCoord.y; |
| if ((x_37 < 0.0)) { |
| let x_42 : f32 = gl_FragCoord.x; |
| if ((x_42 < 0.0)) { |
| x_48_phi = false; |
| break; |
| } else { |
| continue; |
| } |
| continue; |
| } |
| x_47(); |
| x_48_phi = true; |
| break; |
| |
| continuing { |
| x_31 = (x_30 + 1); |
| x_30_phi = x_31; |
| } |
| } |
| let x_48 : bool = x_48_phi; |
| if (x_48) { |
| break; |
| } |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| 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); |
| } |