struct buf0 { resolution : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var indexable : array, 16>; var x_71 : i32; var x_71_phi : i32; var x_74_phi : i32; let x_54 : vec4 = gl_FragCoord; let x_55 : vec2 = vec2(x_54.x, x_54.y); let x_58 : vec2 = x_6.resolution; let x_61 : vec2 = ((x_55 / x_58) * 8.0); let x_62 : vec2 = floor(x_61); let x_69 : i32 = ((i32(x_62.x) * 8) + i32(x_62.y)); x_71_phi = 0; x_74_phi = x_69; loop { var x_85 : i32; var x_86 : i32; var x_75_phi : i32; x_71 = x_71_phi; let x_74 : i32 = x_74_phi; if ((x_74 > 1)) { } else { break; } if (((x_74 & 1) == 1)) { x_85 = ((3 * x_74) + 1); x_75_phi = x_85; } else { x_86 = (x_74 / 2); x_75_phi = x_86; } let x_75 : i32 = x_75_phi; continuing { x_71_phi = bitcast((x_71 + bitcast(1))); x_74_phi = x_75; } } 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_88 : array, 16> = indexable; indexable = array, 16>(vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0), vec4(0.0, 0.0, 0.0, 0.0)); indexable = x_88; let x_89 : vec4 = array, 16>(vec4(0.0, 0.0, 0.5, 1.0), vec4(1.0, 0.0, 1.0, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(1.0, 1.0, 0.0, 1.0), x_54, vec4(0.0, 0.0, 0.5, 1.0), vec4(0.5, 0.5, 0.0, 1.0), vec4(0.0, 0.5, 0.0, 1.0), vec4(0.5, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0))[1u]; let x_90 : array, 16> = array, 16>(vec4(0.5, 0.0, 0.5, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(0.5, 0.5, 0.5, 1.0), vec4(1.0, 0.0, 1.0, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(0.0, 8.0, x_55), vec4(0.0, 0.0, 0.5, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(1.0, 1.0, 0.0, 1.0), vec4(1.0, 0.0, 1.0, 1.0), vec4(x_61, 0.5, 1.0)); let x_92 : vec4 = indexable[bitcast((x_71 % 16))]; x_GLF_color = x_92; 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); }