struct buf0 {
three : i32;
};
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var x_36 : bool;
var x_37_phi : bool;
let x_29 : i32 = x_6.three;
let x_30 : bool = (x_29 > 1);
x_37_phi = x_30;
if (x_30) {
let x_34 : f32 = gl_FragCoord.y;
x_36 = !((x_34 < -5.0));
x_37_phi = x_36;
}
let x_37 : bool = x_37_phi;
if (x_37) {
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(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out {
gl_FragCoord = gl_FragCoord_param;
main_1();
return main_out(x_GLF_color);