[[block]] struct buf0 { injectionSwitch : vec2; }; [[group(0), binding(0)]] var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var i : i32; var value : i32; var y : f32; var x_31_phi : i32; i = 0; x_31_phi = 0; loop { let x_31 : i32 = x_31_phi; let x_37 : f32 = x_6.injectionSwitch.x; if ((x_31 < (2 + i32(x_37)))) { } else { break; } var x_55_phi : f32; var x_46_phi : f32; value = x_31; y = 0.5; x_55_phi = 0.5; x_46_phi = 0.5; switch(x_31) { case 0: { let x_54 : f32 = (0.5 + 0.5); y = x_54; x_55_phi = x_54; fallthrough; } case 1: { let x_55 : f32 = x_55_phi; let x_47 : f32 = clamp(1.0, 0.5, x_55); y = x_47; x_46_phi = x_47; fallthrough; } default: { fallthrough; } case 2: { let x_46 : f32 = x_46_phi; if ((x_46 == 1.0)) { x_GLF_color = vec4(f32((x_31 + 1)), 0.0, 0.0, 1.0); return; } } } continuing { let x_32 : i32 = (x_31 + 1); i = x_32; x_31_phi = x_32; } } 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); }