| var<private> x_GLF_color : vec4<f32>; |
| |
| var<private> gl_FragCoord : vec4<f32>; |
| |
| fn main_1() { |
| var x_30 : f32; |
| var foo : u32; |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| let x_32 : f32 = gl_FragCoord.x; |
| if ((x_32 > -1.0)) { |
| let x_38 : f32 = x_GLF_color.x; |
| x_30 = x_38; |
| } else { |
| let x_6 : u32 = foo; |
| let x_7 : u32 = (x_6 - bitcast<u32>(1)); |
| foo = x_7; |
| x_30 = f32((178493u + x_7)); |
| } |
| let x_40 : f32 = x_30; |
| x_GLF_color.x = x_40; |
| 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); |
| } |