var<private> gl_FragCoord : vec4<f32>; | |
var<private> x_GLF_color : vec4<f32>; | |
fn x_47() { | |
discard; | |
} | |
fn main_1() { | |
loop { | |
var x_30_phi : i32; | |
var x_48_phi : bool; | |
x_30_phi = 0; | |
loop { | |
var x_31 : i32; | |
let x_30 : i32 = x_30_phi; | |
x_48_phi = false; | |
if ((x_30 < 10)) { | |
} else { | |
break; | |
} | |
let x_37 : f32 = gl_FragCoord.y; | |
if ((x_37 < 0.0)) { | |
let x_42 : f32 = gl_FragCoord.x; | |
if ((x_42 < 0.0)) { | |
x_48_phi = false; | |
break; | |
} else { | |
continue; | |
} | |
continue; | |
} | |
x_47(); | |
x_48_phi = true; | |
break; | |
continuing { | |
x_31 = (x_30 + 1); | |
x_30_phi = x_31; | |
} | |
} | |
let x_48 : bool = x_48_phi; | |
if (x_48) { | |
break; | |
} | |
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); | |
break; | |
} | |
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); | |
} |