| [[block]] |
| struct buf1 { |
| ten : i32; |
| }; |
| |
| [[block]] |
| struct buf0 { |
| minusEight : i32; |
| }; |
| |
| [[group(0), binding(1)]] var<uniform> x_8 : buf1; |
| |
| [[group(0), binding(0)]] var<uniform> x_10 : buf0; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var a : i32; |
| var b : i32; |
| var i : i32; |
| a = 0; |
| b = 0; |
| i = 0; |
| loop { |
| let x_36 : i32 = i; |
| let x_38 : i32 = x_8.ten; |
| if ((x_36 < x_38)) { |
| } else { |
| break; |
| } |
| let x_41 : i32 = a; |
| if ((x_41 > 5)) { |
| break; |
| } |
| let x_46 : i32 = x_10.minusEight; |
| let x_48 : i32 = a; |
| a = (x_48 + (x_46 / -4)); |
| let x_50 : i32 = b; |
| b = (x_50 + 1); |
| |
| continuing { |
| let x_52 : i32 = i; |
| i = (x_52 + 1); |
| } |
| } |
| let x_54 : i32 = b; |
| if ((x_54 == 3)) { |
| 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() -> main_out { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |