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, 16u>; var x_69 : i32; var x_69_phi : i32; var x_72_phi : i32; let x_55 : vec4 = gl_FragCoord; let x_58 : vec2 = x_6.resolution; let x_59 : vec2 = (vec2(x_55.x, x_55.y) / x_58); let x_67 : i32 = (i32((x_59.x * 10.0)) + (i32((x_59.y * 10.0)) * 10)); x_69_phi = 100; x_72_phi = 0; loop { var x_70 : i32; var x_73 : i32; x_69 = x_69_phi; let x_72 : i32 = x_72_phi; if ((x_72 < x_67)) { } else { break; } continuing { x_70 = (((4 * bitcast(x_69)) * (1000 - bitcast(x_69))) / 1000); x_73 = (x_72 + 1); x_69_phi = x_70; x_72_phi = x_73; } } indexable = array, 16u>(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_80 : vec2 = vec2(vec4(0.0, 1.0, 0.0, 1.0).y, vec4(0.5, 0.0, 0.5, 1.0).x); let x_82 : vec4 = indexable[bitcast((x_69 % 16))]; x_GLF_color = x_82; 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); }