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;
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)) {
continue;
x_47();
continuing {
x_31 = (x_30 + 1);
x_30_phi = x_31;
let x_48 : bool = x_48_phi;
if (x_48) {
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);