var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var i : i32;
i = 2;
loop {
let x_6 : i32 = i;
i = (x_6 + 1);
continuing {
let x_35 : f32 = gl_FragCoord.x;
if (((x_35 >= 0.0) & false)) {
} else {
break;
}
let x_8 : i32 = i;
if ((x_8 == 3)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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>,
@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);