blob: d25c0e5a1b62d50b549e1263d589d5a87ae6df66 [file] [log] [blame]
[[block]]
struct buf0 {
five : i32;
};
var<private> gl_FragCoord : vec4<f32>;
[[group(0), binding(0)]] var<uniform> x_10 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn func_f1_(x : ptr<function, f32>) -> f32 {
let x_56 : f32 = *(x);
if ((x_56 > 5.0)) {
let x_61 : f32 = gl_FragCoord.x;
if ((x_61 < 0.5)) {
discard;
} else {
let x_67 : f32 = gl_FragCoord.y;
if ((x_67 < 0.5)) {
discard;
}
}
}
let x_71 : f32 = *(x);
return (x_71 + 1.0);
}
fn main_1() {
var f : f32;
var i : i32;
var param : f32;
f = 0.0;
i = 0;
loop {
let x_39 : i32 = i;
let x_41 : i32 = x_10.five;
if ((x_39 < x_41)) {
} else {
break;
}
continuing {
let x_45 : i32 = i;
param = f32(x_45);
let x_47 : f32 = func_f1_(&(param));
f = x_47;
let x_48 : i32 = i;
i = (x_48 + 1);
}
}
let x_50 : f32 = f;
if ((x_50 == 5.0)) {
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([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);
}