[[block]] struct buf0 { two : f32; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_8 : buf0; var x_GLF_color : vec4; fn main_1() { var a : f32; var b : f32; let x_33 : f32 = gl_FragCoord.x; a = dpdx(cos(x_33)); let x_37 : f32 = x_8.two; let x_38 : f32 = a; b = mix(2.0, x_37, x_38); let x_40 : f32 = b; let x_42 : f32 = b; if (((x_40 >= 1.899999976) && (x_42 <= 2.099999905))) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4(0.0, 0.0, 0.0, 0.0); } 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); }