struct buf0 {
one : i32;
};
struct buf1 {
zero : i32;
var<private> x_GLF_color : vec4<f32>;
@group(0) @binding(0) var<uniform> x_6 : buf0;
@group(0) @binding(1) var<uniform> x_9 : buf1;
fn main_1() {
var i : i32;
var v : vec4<f32>;
x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
i = 0;
loop {
let x_38 : i32 = i;
let x_40 : i32 = x_6.one;
if ((x_38 < x_40)) {
} else {
break;
}
let x_48 : i32 = x_6.one;
if ((x_48 == 1)) {
x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
continuing {
if (false) {
let x_52 : i32 = i;
i = (x_52 + 1);
let x_55 : i32 = x_9.zero;
v.y = f32(x_55);
let x_59 : f32 = v.y;
x_GLF_color.y = x_59;
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);