struct buf0 { injectionSwitch : vec2<f32>, } @group(0) @binding(0) var<uniform> x_7 : buf0; var<private> gl_FragCoord : vec4<f32>; var<private> x_GLF_color : vec4<f32>; fn computePoint_() -> vec3<f32> { let x_48 : f32 = x_7.injectionSwitch.x; let x_50 : f32 = x_7.injectionSwitch.y; if ((x_48 > x_50)) { discard; } return vec3<f32>(); } fn main_1() { var x_34 : bool = false; loop { let x_36 : vec3<f32> = computePoint_(); let x_41 : f32 = gl_FragCoord.x; if ((x_41 < 0.0)) { x_34 = true; break; } let x_45 : vec3<f32> = computePoint_(); x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); x_34 = true; break; } 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); }