blob: 444e50ac08d6e4acf040fd51878fde08da1ae165 [file] [log] [blame]
type Arr = [[stride(16)]] array<i32, 2>;
[[block]]
struct buf1 {
x_GLF_uniform_int_values : Arr;
};
type Arr_1 = [[stride(16)]] array<f32, 1>;
[[block]]
struct buf0 {
x_GLF_uniform_float_values : Arr_1;
};
[[block]]
struct buf2 {
injectionSwitch : vec2<f32>;
};
var<private> x_GLF_color : vec4<f32>;
[[group(0), binding(1)]] var<uniform> x_7 : buf1;
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_9 : buf0;
[[group(0), binding(2)]] var<uniform> x_11 : buf2;
fn main_1() {
var i : i32;
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
let x_42 : i32 = x_7.x_GLF_uniform_int_values[1];
i = x_42;
loop {
let x_47 : i32 = i;
let x_49 : i32 = x_7.x_GLF_uniform_int_values[0];
if ((x_47 < x_49)) {
} else {
break;
}
let x_52 : i32 = i;
let x_54 : i32 = x_7.x_GLF_uniform_int_values[1];
if ((x_52 != x_54)) {
return;
}
continuing {
let x_58 : i32 = i;
i = (x_58 + 1);
}
}
let x_61 : f32 = gl_FragCoord.y;
let x_63 : f32 = x_9.x_GLF_uniform_float_values[0];
if ((x_61 < x_63)) {
return;
}
let x_68 : f32 = x_11.injectionSwitch.y;
x_GLF_color = vec4<f32>(vec3<f32>(1.0, 1.0, 1.0).x, vec3<f32>(1.0, 1.0, 1.0).y, vec3<f32>(1.0, 1.0, 1.0).z, x_68);
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);
}