type Arr = [[stride(16)]] array; [[block]] struct buf1 { x_GLF_uniform_float_values : Arr; }; type Arr_1 = [[stride(16)]] array; [[block]] struct buf0 { x_GLF_uniform_int_values : Arr_1; }; var gl_FragCoord : vec4; [[group(0), binding(1)]] var x_7 : buf1; var x_GLF_color : vec4; [[group(0), binding(0)]] var x_9 : buf0; fn main_1() { var f : f32; let x_35 : f32 = gl_FragCoord.y; let x_37 : f32 = x_7.x_GLF_uniform_float_values[1]; f = fract(trunc(select(1.0, 0.100000001, (x_35 < x_37)))); let x_42 : f32 = f; let x_44 : f32 = x_7.x_GLF_uniform_float_values[0]; if ((x_42 == x_44)) { let x_50 : i32 = x_9.x_GLF_uniform_int_values[0]; let x_53 : i32 = x_9.x_GLF_uniform_int_values[1]; let x_56 : i32 = x_9.x_GLF_uniform_int_values[1]; let x_59 : i32 = x_9.x_GLF_uniform_int_values[0]; x_GLF_color = vec4(f32(x_50), f32(x_53), f32(x_56), f32(x_59)); } else { let x_63 : i32 = x_9.x_GLF_uniform_int_values[1]; let x_64 : f32 = f32(x_63); x_GLF_color = vec4(x_64, x_64, x_64, x_64); } 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); }