| struct buf0 { |
| three : i32; |
| }; |
| |
| [[group(0), binding(0)]] var<uniform> x_6 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var x_36 : bool; |
| var x_37_phi : bool; |
| let x_29 : i32 = x_6.three; |
| let x_30 : bool = (x_29 > 1); |
| x_37_phi = x_30; |
| if (x_30) { |
| let x_34 : f32 = gl_FragCoord.y; |
| x_36 = !((x_34 < -5.0)); |
| x_37_phi = x_36; |
| } |
| let x_37 : bool = x_37_phi; |
| if (x_37) { |
| 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); |
| } |