| type Arr = [[stride(16)]] array<i32, 2>; |
| |
| [[block]] |
| struct buf0 { |
| x_GLF_uniform_int_values : Arr; |
| }; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| [[group(0), binding(0)]] var<uniform> x_7 : buf0; |
| |
| fn main_1() { |
| var a : i32; |
| let x_30 : f32 = gl_FragCoord.x; |
| a = max(1, min(1, i32(x_30))); |
| let x_34 : i32 = a; |
| if ((x_34 < 2)) { |
| let x_40 : i32 = x_7.x_GLF_uniform_int_values[0]; |
| let x_43 : i32 = x_7.x_GLF_uniform_int_values[0]; |
| let x_46 : i32 = x_7.x_GLF_uniform_int_values[1]; |
| x_GLF_color = vec4<f32>(1.0, f32(x_40), f32(x_43), f32(x_46)); |
| } else { |
| let x_50 : i32 = x_7.x_GLF_uniform_int_values[1]; |
| let x_51 : f32 = f32(x_50); |
| x_GLF_color = vec4<f32>(x_51, x_51, x_51, x_51); |
| } |
| 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); |
| } |