type Arr = [[stride(16)]] array; [[block]] struct buf0 { x_GLF_uniform_float_values : Arr; }; type Arr_1 = [[stride(16)]] array; [[block]] struct buf1 { x_GLF_uniform_int_values : Arr_1; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_8 : buf0; var x_GLF_color : vec4; [[group(0), binding(1)]] var x_10 : buf1; fn main_1() { var f0 : f32; var f1 : f32; f0 = 0x1.8p+128; let x_35 : f32 = f0; f1 = fract(x_35); let x_38 : f32 = gl_FragCoord.x; let x_40 : f32 = x_8.x_GLF_uniform_float_values[0]; if ((x_38 > x_40)) { let x_46 : i32 = x_10.x_GLF_uniform_int_values[1]; let x_49 : i32 = x_10.x_GLF_uniform_int_values[0]; let x_52 : i32 = x_10.x_GLF_uniform_int_values[0]; let x_55 : i32 = x_10.x_GLF_uniform_int_values[1]; x_GLF_color = vec4(f32(x_46), f32(x_49), f32(x_52), f32(x_55)); } else { let x_58 : f32 = f1; x_GLF_color = vec4(x_58, x_58, x_58, x_58); } 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); }