[[block]]
struct buf0 {
four : f32;
};
[[group(0), binding(0)]] var<uniform> x_6 : buf0;
var<private> x_GLF_color : vec4<f32>;
fn main_1() {
var a : f32;
let x_27 : f32 = x_6.four;
a = (2.0 / (1.0 / x_27));
let x_30 : f32 = a;
let x_32 : f32 = a;
if (((x_30 > 7.900000095) & (x_32 < 8.100000381))) {
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);