| [[block]] |
| struct buf0 { |
| zero : f32; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_11 : buf0; |
| |
| fn func_i1_(b : ptr<function, i32>) -> f32 { |
| var ndx : i32; |
| var i : i32; |
| ndx = 0; |
| loop { |
| let x_100 : i32 = ndx; |
| if ((x_100 < 2)) { |
| } else { |
| break; |
| } |
| let x_104 : f32 = gl_FragCoord.x; |
| if ((x_104 < 0.0)) { |
| i = 0; |
| loop { |
| let x_112 : i32 = i; |
| if ((x_112 < 2)) { |
| } else { |
| break; |
| } |
| if ((i32(cosh(vec2<f32>(1.0, 800.0)).x) <= 1)) { |
| discard; |
| } |
| |
| continuing { |
| let x_121 : i32 = i; |
| i = (x_121 + 1); |
| } |
| } |
| } |
| |
| continuing { |
| let x_123 : i32 = ndx; |
| ndx = (x_123 + 1); |
| } |
| } |
| let x_125 : i32 = *(b); |
| if ((x_125 > 1)) { |
| return 3.0; |
| } |
| let x_130 : f32 = gl_FragCoord.x; |
| if ((x_130 < 0.0)) { |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| return 5.0; |
| } |
| |
| fn main_1() { |
| var f : f32; |
| var param : i32; |
| var x : i32; |
| var param_1 : i32; |
| x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0); |
| f = 0.0; |
| loop { |
| let x_54 : f32 = x_GLF_color.y; |
| if ((i32(x_54) < 0)) { |
| discard; |
| } else { |
| let x_61 : f32 = x_11.zero; |
| param = i32(x_61); |
| let x_63 : f32 = func_i1_(&(param)); |
| f = x_63; |
| } |
| let x_65 : f32 = x_GLF_color.y; |
| if ((i32(x_65) > 65)) { |
| discard; |
| } |
| x = 0; |
| loop { |
| let x_74 : i32 = x; |
| let x_76 : f32 = x_11.zero; |
| if ((x_74 < (i32(x_76) + 1))) { |
| } else { |
| break; |
| } |
| let x_81 : i32 = x; |
| param_1 = (x_81 + 10); |
| let x_83 : f32 = func_i1_(&(param_1)); |
| f = x_83; |
| |
| continuing { |
| let x_84 : i32 = x; |
| x = (x_84 + 1); |
| } |
| } |
| |
| continuing { |
| let x_87 : f32 = x_11.zero; |
| if ((i32(x_87) > 1)) { |
| } else { |
| break; |
| } |
| } |
| } |
| let x_90 : f32 = f; |
| if ((x_90 == 3.0)) { |
| 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); |
| } |