static float4 x_GLF_color = float4(0.0f, 0.0f, 0.0f, 0.0f); static float4 gl_FragCoord = float4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float4x3 x_37 = float4x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float4x3 x_38_phi = float4x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f); float3 x_48_phi = float3(0.0f, 0.0f, 0.0f); const float x_32 = gl_FragCoord.y; if ((x_32 < 1.0f)) { x_38_phi = float4x3(float3(1.0f, 0.0f, 0.0f), float3(0.0f, 1.0f, 0.0f), float3(0.0f, 0.0f, 1.0f), float3(0.0f, 0.0f, 0.0f)); } else { x_37 = transpose(float3x4(float4(1.0f, 0.0f, 0.0f, 0.0f), float4(0.0f, 1.0f, 0.0f, 0.0f), float4(0.0f, 0.0f, 1.0f, 0.0f))); x_38_phi = x_37; } const float x_40 = transpose(x_38_phi)[0u].y; while (true) { if ((x_40 > 1.0f)) { x_48_phi = float3(0.0f, 0.0f, 0.0f); break; } x_48_phi = float3(1.0f, 0.0f, 0.0f); break; } const float3 x_48 = x_48_phi; x_GLF_color = float4(x_48.x, x_48.y, x_48.z, 1.0f); return; } struct main_out { float4 x_GLF_color_1; }; struct tint_symbol_1 { float4 gl_FragCoord_param : SV_Position; }; struct tint_symbol_2 { float4 x_GLF_color_1 : SV_Target0; }; main_out main_inner(float4 gl_FragCoord_param) { gl_FragCoord = gl_FragCoord_param; main_1(); const main_out tint_symbol_3 = {x_GLF_color}; return tint_symbol_3; } tint_symbol_2 main(tint_symbol_1 tint_symbol) { const main_out inner_result = main_inner(tint_symbol.gl_FragCoord_param); tint_symbol_2 wrapper_result = (tint_symbol_2)0; wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1; return wrapper_result; }