struct buf0 { resolution : vec2, } var gl_FragCoord : vec4; @group(0) @binding(0) var x_20 : buf0; var x_GLF_color : vec4; var index : i32; var state : array; fn collision_vf2_vf4_(pos : ptr>, quad : ptr>) -> bool { var x_116 : vec4 = vec4(false, false, false, false); let x_118 : f32 = (*(pos)).x; let x_120 : f32 = (*(quad)).x; if ((x_118 < x_120)) { return false; } let x_125 : f32 = (*(pos)).y; let x_127 : f32 = (*(quad)).y; if ((x_125 < x_127)) { return false; } let x_132 : f32 = (*(pos)).x; let x_134 : f32 = (*(quad)).x; let x_136 : f32 = (*(quad)).z; if ((x_132 > (x_134 + x_136))) { return false; } let x_142 : f32 = (*(pos)).y; let x_144 : f32 = (*(quad)).y; let x_146 : f32 = (*(quad)).w; if ((x_142 > (x_144 + x_146))) { return false; } return true; } fn match_vf2_(pos_1 : ptr>) -> vec4 { var res : vec4; var i : i32; var param : vec2; var param_1 : vec4; var indexable : array, 8u>; var indexable_1 : array, 8u>; var indexable_2 : array, 8u>; var indexable_3 : array, 16u>; res = vec4(0.5, 0.5, 1.0, 1.0); i = 0; loop { let x_156 : i32 = i; if ((x_156 < 8)) { } else { break; } let x_159 : i32 = i; let x_160 : vec2 = *(pos_1); param = x_160; indexable = array, 8u>(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_162 : vec4 = indexable[x_159]; param_1 = x_162; let x_163 : bool = collision_vf2_vf4_(&(param), &(param_1)); if (x_163) { let x_166 : i32 = i; indexable_1 = array, 8u>(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_168 : f32 = indexable_1[x_166].x; let x_170 : i32 = i; indexable_2 = array, 8u>(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_172 : f32 = indexable_2[x_170].y; let x_175 : i32 = i; indexable_3 = 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_181 : vec4 = indexable_3[((((i32(x_168) * i32(x_172)) + (x_175 * 9)) + 11) % 16)]; res = x_181; } continuing { let x_182 : i32 = i; i = (x_182 + 1); } } let x_184 : vec4 = res; return x_184; } fn main_1() { var lin : vec2; var param_2 : vec2; let x_105 : vec4 = gl_FragCoord; let x_108 : vec2 = x_20.resolution; lin = (vec2(x_105.x, x_105.y) / x_108); let x_110 : vec2 = lin; lin = floor((x_110 * 32.0)); let x_113 : vec2 = lin; param_2 = x_113; let x_114 : vec4 = match_vf2_(&(param_2)); x_GLF_color = x_114; 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); }