var<private> x_GLF_color : vec4<f32>;
var<private> gl_FragCoord : vec4<f32>;
fn main_1() {
var x_37 : mat4x3<f32>;
var x_38_phi : mat4x3<f32>;
var x_48_phi : vec3<f32>;
let x_32 : f32 = gl_FragCoord.y;
if ((x_32 < 1.0)) {
x_38_phi = mat4x3<f32>(vec3<f32>(1.0, 0.0, 0.0), vec3<f32>(0.0, 1.0, 0.0), vec3<f32>(0.0, 0.0, 1.0), vec3<f32>(0.0, 0.0, 0.0));
} else {
x_37 = transpose(mat3x4<f32>(vec4<f32>(1.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 1.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 1.0, 0.0)));
x_38_phi = x_37;
}
let x_38 : mat4x3<f32> = x_38_phi;
let x_40 : f32 = transpose(x_38)[0u].y;
loop {
if ((x_40 > 1.0)) {
x_48_phi = vec3<f32>();
break;
x_48_phi = vec3<f32>(1.0, 0.0, 0.0);
let x_48 : vec3<f32> = x_48_phi;
x_GLF_color = vec4<f32>(x_48.x, x_48.y, x_48.z, 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);