var<private> result : vec4<f32>; | |
var<private> gl_FragCoord : vec4<f32>; | |
fn main_1() { | |
let x_19 : f32 = gl_FragCoord.x; | |
let x_23 : f32 = gl_FragCoord.y; | |
result = vec4<f32>((floor(x_19) / 255.0), (floor(x_23) / 255.0), 0.0, 0.0); | |
return; | |
} | |
struct main_out { | |
[[location(0)]] | |
result_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(result); | |
} |