var data : array; var gl_FragCoord : vec4; var temp : array; var x_GLF_color : vec4; fn func_i1_(a : ptr) -> f32 { var b : i32; var i : i32; var x_115 : bool; var x_116_phi : bool; b = 0; data[0] = 5; data[2] = 0; data[4] = 0; data[6] = 0; data[8] = 0; let x_71 : f32 = gl_FragCoord.x; if ((x_71 >= 0.0)) { loop { let x_79 : i32 = b; let x_80 : i32 = *(a); if ((x_79 <= x_80)) { } else { break; } let x_83 : i32 = b; if ((x_83 <= 5)) { let x_87 : i32 = b; let x_88 : i32 = b; let x_90 : i32 = data[x_88]; temp[x_87] = x_90; let x_92 : i32 = b; b = (x_92 + 2); } } } i = 0; loop { let x_98 : i32 = i; if ((x_98 < 3)) { } else { break; } let x_101 : i32 = i; let x_103 : i32 = temp[0]; data[x_101] = (x_103 + 1); continuing { let x_106 : i32 = i; i = (x_106 + 1); } } let x_109 : i32 = temp[0]; let x_110 : bool = (x_109 == 5); x_116_phi = x_110; if (x_110) { let x_114 : i32 = data[0]; x_115 = (x_114 == 6); x_116_phi = x_115; } let x_116 : bool = x_116_phi; if (x_116) { return 1.0; } else { return 0.0; } return 0.0; } fn main_1() { var i_1 : i32; var param : i32; var param_1 : i32; i_1 = 0; loop { let x_51 : i32 = i_1; if ((x_51 < 6)) { } else { break; } let x_54 : i32 = i_1; param = x_54; let x_55 : f32 = func_i1_(&(param)); let x_56 : i32 = i_1; param_1 = x_56; let x_57 : f32 = func_i1_(&(param_1)); if ((x_57 == 1.0)) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4(0.0, 0.0, 0.0, 0.0); } continuing { let x_62 : i32 = i_1; i_1 = (x_62 + 1); } } return; } struct main_out { @location(0) x_GLF_color_1 : vec4; }; @stage(fragment) fn main(@builtin(position) gl_FragCoord_param : vec4) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }