| var<private> x_GLF_color : vec4<f32>; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| fn main_1() { |
| var x_37 : mat4x3<f32>; |
| var x_38_phi : mat4x3<f32>; |
| var x_48_phi : vec3<f32>; |
| let x_32 : f32 = gl_FragCoord.y; |
| if ((x_32 < 1.0)) { |
| x_38_phi = mat4x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0), vec3<f32>(0.0, 0.0, 0.0)); |
| } else { |
| x_37 = transpose(mat3x4<f32>(vec4<f32>(1.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 1.0, 0.0))); |
| x_38_phi = x_37; |
| } |
| let x_38 : mat4x3<f32> = x_38_phi; |
| let x_40 : f32 = transpose(x_38)[0u].y; |
| loop { |
| if ((x_40 > 1.0)) { |
| x_48_phi = vec3<f32>(0.0, 0.0, 0.0); |
| break; |
| } |
| x_48_phi = vec3<f32>(1.0, 0.0, 0.0); |
| break; |
| } |
| let x_48 : vec3<f32> = x_48_phi; |
| x_GLF_color = vec4<f32>(x_48.x, x_48.y, x_48.z, 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); |
| } |