var<private> gl_FragCoord : vec4<f32>;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var data : array<f32, 10>;
var i : i32;
data = array<f32, 10>(0.100000001, 0.200000003, 0.300000012, 0.400000006, 0.5, 0.600000024, 0.699999988, 0.800000012, 0.899999976, 1.0);
i = 0;
loop {
let x_7 : i32 = i;
if ((x_7 < 10)) {
} else {
break;
}
let x_50 : f32 = gl_FragCoord.x;
if ((x_50 < 0.0)) {
discard;
let x_8 : i32 = i;
let x_55 : f32 = data[x_8];
data[0] = x_55;
continuing {
let x_9 : i32 = i;
i = (x_9 + 1);
let x_58 : f32 = data[0];
x_GLF_color = vec4<f32>(x_58, 0.0, 0.0, 1.0);
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);