blob: 7e6bd6d8cecef327467d3972b02dc85b0b0abe61 [file] [log] [blame]
[[block]]
struct buf0 {
sequence : vec4<i32>;
};
[[group(0), binding(0)]] var<uniform> x_7 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : vec4<i32>;
var i : i32;
var sum : i32;
a = vec4<i32>(0, 0, 0, 0);
i = 0;
loop {
let x_40 : i32 = i;
let x_42 : i32 = x_7.sequence.w;
if ((x_40 < (x_42 + 1))) {
} else {
break;
}
let x_46 : i32 = i;
let x_48 : i32 = x_7.sequence.x;
let x_49 : i32 = i;
let x_52 : i32 = x_7.sequence[clamp(x_46, x_48, x_49)];
if ((x_52 == 1)) {
let x_57 : i32 = i;
a[x_57] = 5;
} else {
let x_59 : i32 = i;
let x_60 : i32 = i;
a[x_59] = x_60;
}
continuing {
let x_62 : i32 = i;
i = (x_62 + 1);
}
}
let x_65 : i32 = a.x;
let x_67 : i32 = a.y;
let x_70 : i32 = a.z;
let x_73 : i32 = a.w;
sum = (((x_65 + x_67) + x_70) + x_73);
let x_75 : i32 = sum;
if ((x_75 == 10)) {
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, 0.0);
}
return;
}
struct main_out {
[[location(0)]]
x_GLF_color_1 : vec4<f32>;
};
[[stage(fragment)]]
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);
}