[[block]] struct buf0 { injectionSwitch : vec2<f32>; }; [[group(0), binding(0)]] var<uniform> x_6 : buf0; var<private> x_GLF_color : vec4<f32>; fn main_1() { var data : array<i32, 10>; var x_40 : i32; var x_40_phi : i32; var x_11_phi : i32; let x_7 : i32 = data[1]; let x_10 : i32 = select(1, 2, (1 < x_7)); x_40_phi = 1; x_11_phi = x_10; loop { var x_54 : i32; var x_41 : i32; var x_41_phi : i32; x_40 = x_40_phi; let x_11 : i32 = x_11_phi; if ((x_11 < 3)) { } else { break; } var x_54_phi : i32; let x_8 : i32 = (x_11 + 1); let x_47 : f32 = x_6.injectionSwitch.x; x_54_phi = x_40; switch(i32(x_47)) { case 78: { x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0); fallthrough; } case 19: { x_54_phi = bitcast<i32>((x_40 + bitcast<i32>(1))); fallthrough; } case 23, 38: { x_54 = x_54_phi; x_41_phi = x_54; continue; } default: { x_41_phi = x_40; continue; } } x_41_phi = 0; continuing { x_41 = x_41_phi; x_40_phi = x_41; x_11_phi = x_8; } } data[x_40] = 1; x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); 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); }