[[block]] struct buf0 { injectionSwitch : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_10 : buf0; var x_GLF_color : vec4; fn func_() -> f32 { var alwaysFalse : bool; var value : vec4; var a : vec2; var i : i32; var x_121 : bool; var x_122_phi : bool; let x_71 : f32 = gl_FragCoord.x; alwaysFalse = (x_71 < -1.0); let x_73 : bool = alwaysFalse; if (x_73) { let x_76 : vec2 = a; let x_77 : vec4 = value; value = vec4(x_76.x, x_76.y, x_77.z, x_77.w); } let x_79 : bool = alwaysFalse; if (!(x_79)) { let x_84 : vec2 = x_10.injectionSwitch; let x_85 : vec4 = value; value = vec4(x_84.x, x_84.y, x_85.z, x_85.w); } let x_87 : vec4 = gl_FragCoord; let x_89 : vec4 = value; let x_93 : vec4 = value; let x_95 : vec2 = (((vec2(x_87.x, x_87.y) * vec2(x_89.x, x_89.y)) * vec2(2.0, 2.0)) + vec2(x_93.x, x_93.y)); let x_96 : vec4 = value; value = vec4(x_96.x, x_96.y, x_95.x, x_95.y); i = 0; loop { let x_102 : i32 = i; let x_104 : f32 = x_10.injectionSwitch.y; if ((x_102 < (i32(x_104) + 1))) { } else { break; } let x_109 : i32 = i; value.x = f32(x_109); continuing { let x_112 : i32 = i; i = (x_112 + 1); } } let x_115 : f32 = value.x; let x_116 : bool = (x_115 == 1.0); x_122_phi = x_116; if (x_116) { let x_120 : f32 = value.y; x_121 = (x_120 == 1.0); x_122_phi = x_121; } let x_122 : bool = x_122_phi; if (x_122) { return 1.0; } else { return 0.0; } return 0.0; } fn main_1() { var count : i32; var i_1 : i32; count = 0; i_1 = 0; loop { let x_51 : i32 = i_1; let x_53 : f32 = x_10.injectionSwitch.y; if ((x_51 < (i32(x_53) + 1))) { } else { break; } let x_58 : f32 = func_(); let x_60 : i32 = count; count = (x_60 + i32(x_58)); continuing { let x_62 : i32 = i_1; i_1 = (x_62 + 1); } } let x_64 : i32 = count; if ((x_64 == 2)) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4(0.0, 0.0, 0.0, 1.0); } 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); }