[[block]] struct buf0 { twoandthree : vec2<f32>; }; [[group(0), binding(0)]] var<uniform> x_6 : buf0; var<private> x_GLF_color : vec4<f32>; fn main_1() { var a : vec2<f32>; var b : vec2<f32>; var x_46 : bool; var x_47_phi : bool; let x_32 : vec2<f32> = x_6.twoandthree; a = x_32; let x_34 : f32 = a.x; let x_35 : vec2<f32> = a; b = vec2<f32>(x_34, clamp(x_35, vec2<f32>(1.0, 1.0), vec2<f32>(1.0, 1.0)).y); let x_40 : f32 = b.x; let x_41 : bool = (x_40 == 2.0); x_47_phi = x_41; if (x_41) { let x_45 : f32 = b.y; x_46 = (x_45 == 1.0); x_47_phi = x_46; } let x_47 : bool = x_47_phi; if (x_47) { x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); } 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); }