[[block]] struct buf0 { resolution : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_20 : buf0; var x_GLF_color : vec4; fn collision_vf2_vf4_(pos : ptr>, quad : ptr>) -> bool { let x_110 : f32 = (*(pos)).x; let x_112 : f32 = (*(quad)).x; if ((x_110 < x_112)) { return false; } let x_117 : f32 = (*(pos)).y; let x_119 : f32 = (*(quad)).y; if ((x_117 < x_119)) { return false; } let x_124 : f32 = (*(pos)).x; let x_126 : f32 = (*(quad)).x; let x_128 : f32 = (*(quad)).z; if ((x_124 > (x_126 + x_128))) { return false; } let x_134 : f32 = (*(pos)).y; let x_136 : f32 = (*(quad)).y; let x_138 : f32 = (*(quad)).w; if ((x_134 > (x_136 + x_138))) { return false; } return true; } fn match_vf2_(pos_1 : ptr>) -> vec4 { var res : vec4; var x_144 : f32; var x_145 : f32; var i : i32; var param : vec2; var param_1 : vec4; var indexable : array, 8>; var indexable_1 : array, 8>; var indexable_2 : array, 8>; var indexable_3 : array, 16>; let x_147 : f32 = gl_FragCoord.x; if ((x_147 < 0.0)) { x_144 = -1.0; } else { let x_153 : f32 = gl_FragCoord.x; if ((x_153 >= 0.0)) { let x_159 : f32 = gl_FragCoord.x; x_145 = select(1.0, 0.5, (x_159 >= 0.0)); } else { x_145 = 1.0; } let x_162 : f32 = x_145; x_144 = min(x_162, 0.5); } let x_164 : f32 = x_144; res = vec4(clamp(0.5, 0.5, x_164), 0.5, 1.0, 1.0); i = 0; loop { let x_171 : i32 = i; if ((x_171 < 8)) { } else { break; } let x_174 : i32 = i; let x_175 : vec2 = *(pos_1); param = x_175; indexable = array, 8>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_177 : vec4 = indexable[x_174]; param_1 = x_177; let x_178 : bool = collision_vf2_vf4_(&(param), &(param_1)); if (x_178) { let x_181 : i32 = i; indexable_1 = array, 8>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_183 : f32 = indexable_1[x_181].x; let x_185 : i32 = i; indexable_2 = array, 8>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_187 : f32 = indexable_2[x_185].y; let x_190 : i32 = i; indexable_3 = 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_196 : vec4 = indexable_3[((((i32(x_183) * i32(x_187)) + (x_190 * 9)) + 11) % 16)]; res = x_196; } continuing { let x_197 : i32 = i; i = (x_197 + 1); } } let x_199 : vec4 = res; return x_199; } fn main_1() { var lin : vec2; var param_2 : vec2; let x_98 : vec4 = gl_FragCoord; let x_101 : vec2 = x_20.resolution; lin = (vec2(x_98.x, x_98.y) / x_101); let x_103 : vec2 = lin; lin = floor((x_103 * 32.0)); let x_106 : vec2 = lin; param_2 = x_106; let x_107 : vec4 = match_vf2_(&(param_2)); x_GLF_color = x_107; 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); }