| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn f_mf22_(m : ptr<function, mat2x2<f32>>) -> vec3<f32> { |
| loop { |
| return vec3<f32>(1.0, 1.0, 1.0); |
| } |
| return vec3<f32>(0.0, 0.0, 0.0); |
| } |
| |
| fn main_1() { |
| var param : mat2x2<f32>; |
| var x_38_phi : mat2x2<f32>; |
| let x_34 : f32 = gl_FragCoord.x; |
| x_38_phi = mat2x2<f32>(vec2<f32>(0.0, 0.0), vec2<f32>(0.0, 0.0)); |
| if ((x_34 >= 0.0)) { |
| x_38_phi = mat2x2<f32>(vec2<f32>(1.0, 0.0), vec2<f32>(0.0, 1.0)); |
| } |
| let x_38 : mat2x2<f32> = x_38_phi; |
| param = (x_38 * x_38); |
| let x_40 : vec3<f32> = f_mf22_(&(param)); |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| 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); |
| } |