| var<private> x_3 : vec2<f32>; |
| |
| var<private> x_4 : u32; |
| |
| var<private> gl_Position : vec4<f32>; |
| |
| fn main_1() { |
| let x_30 : f32 = x_3.x; |
| let x_36 : f32 = x_3.y; |
| x_4 = (u32((((x_30 + 1.027777791) * 18.0) - 1.0)) + (u32((((x_36 + 1.027777791) * 18.0) - 1.0)) * 36u)); |
| let x_43 : vec2<f32> = x_3; |
| gl_Position = vec4<f32>(x_43.x, x_43.y, 0.0, 1.0); |
| return; |
| } |
| |
| struct main_out { |
| @location(0) @interpolate(flat) |
| x_4_1 : u32, |
| @builtin(position) |
| gl_Position : vec4<f32>, |
| } |
| |
| @stage(vertex) |
| fn main(@location(0) x_3_param : vec2<f32>) -> main_out { |
| x_3 = x_3_param; |
| main_1(); |
| return main_out(x_4, gl_Position); |
| } |