| var<private> x_GLF_color : vec4<f32>; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| fn main_1() { |
| var ll : i32; |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| let x_30 : f32 = gl_FragCoord.x; |
| if ((i32(x_30) < 2000)) { |
| } else { |
| ll = 0; |
| loop { |
| let x_41 : f32 = gl_FragCoord.x; |
| if ((x_41 < 0.0)) { |
| discard; |
| } |
| let x_6 : i32 = ll; |
| if ((x_6 >= 5)) { |
| break; |
| } |
| |
| continuing { |
| let x_7 : i32 = ll; |
| ll = (x_7 + 1); |
| } |
| } |
| let x_49 : f32 = gl_FragCoord.x; |
| if ((i32(x_49) >= 2000)) { |
| discard; |
| } |
| } |
| 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); |
| } |