struct buf0 {
one : f32;
}
@group(0) @binding(0) var<uniform> x_7 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var v : vec4<f32>;
var res : vec4<f32>;
v = vec4<f32>(8.399999619, -864.664978027, 945.41998291, 1.0);
let x_31 : f32 = x_7.one;
let x_37 : vec4<f32> = v;
res = (mat4x4<f32>(vec4<f32>(x_31, 0.0, 0.0, 0.0), vec4<f32>(0.0, x_31, 0.0, 0.0), vec4<f32>(0.0, 0.0, x_31, 0.0), vec4<f32>(0.0, 0.0, 0.0, x_31)) * x_37);
let x_39 : vec4<f32> = v;
let x_40 : vec4<f32> = res;
if ((distance(x_39, x_40) < 0.01)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
} else {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
return;
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>;
@stage(fragment)
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);