[[block]] struct buf0 { resolution : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_10 : buf0; var x_GLF_color : vec4; fn collatz_i1_(v : ptr) -> i32 { var count : i32; count = 0; loop { let x_89 : i32 = *(v); if ((x_89 > 1)) { } else { break; } let x_92 : i32 = *(v); if (((x_92 & 1) == 1)) { let x_98 : i32 = *(v); *(v) = ((3 * x_98) + 1); } else { let x_101 : i32 = *(v); *(v) = (x_101 / 2); } let x_103 : i32 = count; count = (x_103 + 1); } let x_105 : i32 = count; return x_105; } fn main_1() { var lin : vec2; var v_1 : i32; var param : i32; var indexable : array, 16>; let x_63 : vec4 = gl_FragCoord; let x_66 : vec2 = x_10.resolution; lin = (vec2(x_63.x, x_63.y) / x_66); let x_68 : vec2 = lin; lin = floor((x_68 * 8.0)); let x_72 : f32 = lin.x; let x_76 : f32 = lin.y; v_1 = ((i32(x_72) * 8) + i32(x_76)); let x_79 : i32 = v_1; param = x_79; let x_80 : i32 = collatz_i1_(&(param)); indexable = array, 16>(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)); let x_83 : vec4 = indexable[(x_80 % 16)]; x_GLF_color = x_83; 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); }