blob: c02f2ce60f9f6f3d754a9c8588edbb4bc915e340 [file] [log] [blame] [edit]
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 main_1() {
var loop_count : i32;
loop_count = 0;
let x_33 : f32 = x_7.injectionSwitch.x;
let x_35 : f32 = x_7.injectionSwitch.y;
let x_36 : bool = (x_33 > x_35);
if (x_36) {
return;
}
let x_40 : f32 = gl_FragCoord.x;
let x_41 : bool = (x_40 < 0.0);
loop {
let x_43 : i32 = loop_count;
if ((x_43 < 100)) {
} else {
break;
}
if (x_36) {
break;
}
if (x_36) {
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
} else {
if (x_41) {
return;
}
}
if (x_36) {
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
} else {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
if (x_36) {
return;
}
if (x_41) {
loop {
let x_63 : i32 = loop_count;
if ((x_63 < 100)) {
} else {
break;
}
continuing {
let x_67 : i32 = loop_count;
loop_count = (x_67 + 1);
}
}
}
continuing {
let x_69 : i32 = loop_count;
loop_count = (x_69 + 1);
}
}
let x_71 : i32 = loop_count;
if ((x_71 >= 100)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 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);
}