struct buf0 {
injectionSwitch : vec2<f32>;
}
var<private> x_GLF_color : vec4<f32>;
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> gl_FragCoord : vec4<f32>;
fn main_1() {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 1.0);
let x_30 : f32 = x_6.injectionSwitch.x;
switch(i32(x_30)) {
case 0: {
switch(1) {
case 1: {
let x_38 : f32 = gl_FragCoord.y;
if ((x_38 >= 0.0)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
break;
discard;
default: {
fallthrough;
case 42: {
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);