struct buf0 { resolution : vec2, } var gl_FragCoord : vec4; @group(0) @binding(0) var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var x_81 : array, 8u> = array, 8u>(vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0)); var x_82 : array, 8u>; var x_83 : array, 8u>; var x_84 : array, 8u>; var x_85 : array, 16u>; var x_95 : vec4; var x_95_phi : vec4; var x_98_phi : i32; x_81 = array, 8u>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_86 : array, 8u> = x_81; let x_87 : vec4 = gl_FragCoord; let x_90 : vec2 = x_6.resolution; let x_93 : vec2 = floor(((vec2(x_87.x, x_87.y) / x_90) * 32.0)); x_95_phi = vec4(0.5, 0.5, 1.0, 1.0); x_98_phi = 0; loop { var x_143 : vec4; var x_99 : i32; var x_127_phi : bool; var x_96_phi : vec4; x_95 = x_95_phi; let x_98 : i32 = x_98_phi; if ((x_98 < 8)) { } else { break; } var x_104 : vec4; x_82 = x_86; x_104 = x_82[x_98]; switch(0u) { default: { let x_107 : f32 = x_93.x; let x_108 : f32 = x_104.x; if ((x_107 < x_108)) { x_127_phi = false; break; } let x_112 : f32 = x_93.y; let x_113 : f32 = x_104.y; if ((x_112 < x_113)) { x_127_phi = false; break; } if ((x_107 > (x_108 + x_104.z))) { x_127_phi = false; break; } if ((x_112 > (x_113 + x_104.w))) { x_127_phi = false; break; } x_127_phi = true; } } let x_127 : bool = x_127_phi; x_96_phi = x_95; if (x_127) { x_83 = array, 8u>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_131 : f32 = x_83[x_98].x; x_84 = array, 8u>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_134 : f32 = x_84[x_98].y; let x_135 : array, 8u> = x_81; x_81 = array, 8u>(vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0)); x_81 = x_135; x_85 = array, 16u>(vec4(0.0, 0.0, 0.0, 1.0), vec4(0.5, 0.0, 0.0, 1.0), vec4(0.0, 0.5, 0.0, 1.0), vec4(0.5, 0.5, 0.0, 1.0), vec4(0.0, 0.0, 0.5, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.5, 0.5, 0.5, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(1.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), vec4(1.0, 0.0, 1.0, 1.0), vec4(0.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0)); x_143 = x_85[((((i32(x_131) * i32(x_134)) + (x_98 * 9)) + 11) % 16)]; x_96_phi = x_143; } let x_96 : vec4 = x_96_phi; continuing { x_99 = (x_98 + 1); x_95_phi = x_96; x_98_phi = x_99; } } x_GLF_color = x_95; return; } struct main_out { @location(0) x_GLF_color_1 : vec4, } @fragment fn main(@builtin(position) gl_FragCoord_param : vec4) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }