| [[block]] |
| struct buf0 { |
| injectionSwitch : vec2<f32>; |
| }; |
| |
| [[group(0), binding(0)]] var<uniform> x_7 : buf0; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn f_() { |
| loop { |
| let x_35 : f32 = x_7.injectionSwitch.y; |
| if ((1.0 > x_35)) { |
| let x_40 : f32 = gl_FragCoord.y; |
| if ((x_40 < 0.0)) { |
| continue; |
| } else { |
| continue; |
| } |
| continue; |
| } |
| discard; |
| |
| continuing { |
| if (false) { |
| } else { |
| break; |
| } |
| } |
| } |
| return; |
| } |
| |
| fn main_1() { |
| f_(); |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| 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); |
| } |