type Arr = [[stride(16)]] array; [[block]] struct buf0 { x_GLF_uniform_float_values : Arr; }; [[group(0), binding(0)]] var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var v1 : vec4; var v2 : vec4; var v3 : vec4; var v4 : vec4; var x_69 : bool; var x_77 : bool; var x_85 : bool; var x_93 : bool; var x_70_phi : bool; var x_78_phi : bool; var x_86_phi : bool; var x_94_phi : bool; let x_41 : f32 = x_6.x_GLF_uniform_float_values[2]; let x_43 : f32 = x_6.x_GLF_uniform_float_values[2]; let x_45 : f32 = x_6.x_GLF_uniform_float_values[0]; let x_47 : f32 = x_6.x_GLF_uniform_float_values[2]; v1 = vec4(x_41, x_43, x_45, x_47); v2 = vec4(1.570796371, 1.119769573, 0x1.8p+128, 0.927295208); let x_50 : f32 = x_6.x_GLF_uniform_float_values[0]; v3 = vec4(x_50, x_50, x_50, x_50); let x_52 : vec4 = v1; let x_53 : vec4 = v2; let x_54 : vec4 = v3; v4 = smoothStep(x_52, x_53, x_54); let x_56 : vec4 = v4; x_GLF_color = vec4(x_56.x, x_56.y, x_56.w, x_56.x); let x_59 : f32 = v4.x; let x_61 : f32 = x_6.x_GLF_uniform_float_values[4]; let x_62 : bool = (x_59 > x_61); x_70_phi = x_62; if (x_62) { let x_66 : f32 = v4.x; let x_68 : f32 = x_6.x_GLF_uniform_float_values[5]; x_69 = (x_66 < x_68); x_70_phi = x_69; } let x_70 : bool = x_70_phi; x_78_phi = x_70; if (x_70) { let x_74 : f32 = v4.y; let x_76 : f32 = x_6.x_GLF_uniform_float_values[3]; x_77 = (x_74 > x_76); x_78_phi = x_77; } let x_78 : bool = x_78_phi; x_86_phi = x_78; if (x_78) { let x_82 : f32 = v4.y; let x_84 : f32 = x_6.x_GLF_uniform_float_values[6]; x_85 = (x_82 < x_84); x_86_phi = x_85; } let x_86 : bool = x_86_phi; x_94_phi = x_86; if (x_86) { let x_90 : f32 = v4.w; let x_92 : f32 = x_6.x_GLF_uniform_float_values[0]; x_93 = (x_90 == x_92); x_94_phi = x_93; } let x_94 : bool = x_94_phi; if (x_94) { let x_99 : f32 = x_6.x_GLF_uniform_float_values[0]; let x_101 : f32 = x_6.x_GLF_uniform_float_values[1]; let x_103 : f32 = x_6.x_GLF_uniform_float_values[1]; let x_105 : f32 = x_6.x_GLF_uniform_float_values[0]; x_GLF_color = vec4(x_99, x_101, x_103, x_105); } else { let x_108 : f32 = x_6.x_GLF_uniform_float_values[1]; x_GLF_color = vec4(x_108, x_108, x_108, x_108); } return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4; }; [[stage(fragment)]] fn main() -> main_out { main_1(); return main_out(x_GLF_color); }