struct buf0 {
zero : i32;
};
@group(0) @binding(0) var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : vec2<f32>;
var b : vec2<f32>;
a = vec2<f32>(1.0, 1.0);
let x_38 : i32 = x_6.zero;
if ((x_38 == 1)) {
let x_43 : f32 = a.x;
a.x = (x_43 + 1.0);
}
let x_47 : f32 = a.y;
b = (vec2<f32>(x_47, x_47) + vec2<f32>(2.0, 3.0));
let x_50 : vec2<f32> = b;
if (all((x_50 == vec2<f32>(3.0, 4.0)))) {
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() -> main_out {
main_1();
return main_out(x_GLF_color);