| var<private> gl_FragCoord : vec4<f32>; |
| |
| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var data : array<f32, 10>; |
| var i : i32; |
| data = array<f32, 10>(0.100000001, 0.200000003, 0.300000012, 0.400000006, 0.5, 0.600000024, 0.699999988, 0.800000012, 0.899999976, 1.0); |
| i = 0; |
| loop { |
| let x_7 : i32 = i; |
| if ((x_7 < 10)) { |
| } else { |
| break; |
| } |
| let x_50 : f32 = gl_FragCoord.x; |
| if ((x_50 < 0.0)) { |
| discard; |
| } |
| let x_8 : i32 = i; |
| let x_55 : f32 = data[x_8]; |
| data[0] = x_55; |
| |
| continuing { |
| let x_9 : i32 = i; |
| i = (x_9 + 1); |
| } |
| } |
| let x_58 : f32 = data[0]; |
| x_GLF_color = vec4<f32>(x_58, 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); |
| } |