struct buf0 {
one : f32,
}
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var f : f32;
var a : i32;
var b : i32;
var c : i32;
var i : i32;
var v : vec3<f32>;
let x_42 : f32 = x_6.one;
f = x_42;
a = 1;
b = 0;
c = 1;
i = 0;
loop {
let x_47 : i32 = i;
if ((x_47 < 3)) {
} else {
break;
let x_50 : i32 = i;
let x_51 : f32 = f;
let x_52 : i32 = i;
v[x_50] = (x_51 + f32(x_52));
continuing {
let x_56 : i32 = i;
i = (x_56 + 1);
let x_59 : f32 = x_6.one;
if ((x_59 == 1.0)) {
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
let x_67 : i32 = c;
let x_68 : i32 = a;
let x_69 : i32 = b;
if (((x_67 & (x_68 | x_69)) == 0)) {
let x_74 : f32 = x_6.one;
if ((x_74 == 1.0)) {
x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0);
let x_79 : f32 = v.x;
let x_83 : f32 = v.y;
let x_87 : f32 = v.z;
let x_90 : vec3<f32> = vec3<f32>(select(0.0, 1.0, (x_79 == 1.0)), select(1.0, 0.0, (x_83 == 2.0)), select(1.0, 0.0, (x_87 == 3.0)));
let x_91 : vec4<f32> = x_GLF_color;
x_GLF_color = vec4<f32>(x_90.x, x_90.y, x_90.z, x_91.w);
x_GLF_color.w = 1.0;
return;
struct main_out {
@location(0)
x_GLF_color_1 : vec4<f32>,
@fragment
fn main() -> main_out {
main_1();
return main_out(x_GLF_color);