var<private> x_GLF_color : vec4<f32>;
var<private> gl_FragCoord : vec4<f32>;
fn main_1() {
var x_30 : f32;
var foo : u32;
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
let x_32 : f32 = gl_FragCoord.x;
if ((x_32 > -1.0)) {
let x_38 : f32 = x_GLF_color.x;
x_30 = x_38;
} else {
let x_6 : u32 = foo;
let x_7 : u32 = (x_6 - bitcast<u32>(1));
foo = x_7;
x_30 = f32((178493u + x_7));
}
let x_40 : f32 = x_30;
x_GLF_color.x = x_40;
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);