var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn func_() -> f32 {
var x : f32;
x = 2.0;
let x_35 : f32 = gl_FragCoord.x;
if ((x_35 == 12.0)) {
let x_40 : f32 = gl_FragCoord.y;
if ((x_40 == 13.0)) {
let x_44 : f32 = x;
x = (x_44 + 1.0);
}
let x_46 : f32 = x;
return x_46;
return 1.0;
fn main_1() {
if (false) {
let x_31 : f32 = func_();
x_GLF_color = vec4<f32>(x_31, x_31, x_31, x_31);
} else {
x_GLF_color = vec4<f32>(1.0, 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);