struct struct_base { data : i32; leftIndex : i32; rightIndex : i32; }; [[block]] struct buf0 { injectionSwitch : vec2<f32>; }; var<private> struct_array : array<struct_base, 3>; [[group(0), binding(0)]] var<uniform> x_8 : buf0; var<private> x_GLF_color : vec4<f32>; fn main_1() { var index : i32; struct_array = array<struct_base, 3>(struct_base(1, 1, 1), struct_base(1, 1, 1), struct_base(1, 1, 1)); index = 1; struct_array[1].rightIndex = 1; let x_39 : i32 = struct_array[1].leftIndex; if ((x_39 == 1)) { let x_45 : f32 = x_8.injectionSwitch.x; let x_48 : i32 = struct_array[i32(x_45)].rightIndex; index = x_48; } else { let x_50 : f32 = x_8.injectionSwitch.y; let x_53 : i32 = struct_array[i32(x_50)].leftIndex; index = x_53; } let x_55 : i32 = struct_array[1].leftIndex; if ((x_55 == 1)) { x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0); } return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4<f32>; }; [[stage(fragment)]] fn main() -> main_out { main_1(); return main_out(x_GLF_color); }