struct buf0 { resolution : vec2<f32>; }; var<private> gl_FragCoord : vec4<f32>; [[group(0), binding(0)]] var<uniform> x_6 : buf0; var<private> x_GLF_color : vec4<f32>; fn main_1() { var indexable : array<vec4<f32>, 16>; var x_80 : vec2<i32>; var x_113 : vec2<i32>; var x_119 : i32; var x_80_phi : vec2<i32>; var x_83_phi : i32; var x_114_phi : vec2<i32>; var x_116_phi : vec2<i32>; let x_59 : vec4<f32> = gl_FragCoord; let x_62 : vec2<f32> = x_6.resolution; let x_63 : vec2<f32> = (vec2<f32>(x_59.x, x_59.y) / x_62); let x_66 : i32 = i32((x_63.x * 8.0)); let x_69 : i32 = i32((x_63.y * 8.0)); let x_78 : vec2<i32> = vec2<i32>(((((x_66 & 5) | (x_69 & 10)) * 8) + ((x_69 & 5) | (x_66 & 10))), 0); x_80_phi = x_78; x_83_phi = 0; loop { var x_94 : vec2<i32>; var x_102 : vec2<i32>; var x_84 : i32; var x_95_phi : vec2<i32>; var x_103_phi : vec2<i32>; x_80 = x_80_phi; let x_83 : i32 = x_83_phi; if ((x_83 < 100)) { } else { break; } x_95_phi = x_80; if ((x_80.x > 0)) { x_94 = x_80; x_94.y = (x_80.y - 1); x_95_phi = x_94; } let x_95 : vec2<i32> = x_95_phi; x_103_phi = x_95; if ((x_95.x < 0)) { x_102 = x_95; x_102.y = (x_95.y + 1); x_103_phi = x_102; } let x_103 : vec2<i32> = x_103_phi; var x_81_1 : vec2<i32> = x_103; x_81_1.x = (x_103.x + (x_103.y / 2)); let x_81 : vec2<i32> = x_81_1; continuing { x_84 = (x_83 + 1); x_80_phi = x_81; x_83_phi = x_84; } } let x_108 : i32 = x_80.x; x_114_phi = x_80; if ((x_108 < 0)) { x_113 = vec2<i32>(0, 0); x_113.x = -(x_108); x_114_phi = x_113; } let x_114 : vec2<i32> = x_114_phi; x_116_phi = x_114; loop { var x_117 : vec2<i32>; let x_116 : vec2<i32> = x_116_phi; x_119 = x_116.x; if ((x_119 > 15)) { } else { break; } continuing { x_117 = vec2<i32>(0, 0); x_117.x = bitcast<i32>((x_119 - bitcast<i32>(16))); x_116_phi = x_117; } } indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(0.5, 0.0, 0.0, 1.0), vec4<f32>(0.0, 0.5, 0.0, 1.0), vec4<f32>(0.5, 0.5, 0.0, 1.0), vec4<f32>(0.0, 0.0, 0.5, 1.0), vec4<f32>(0.5, 0.0, 0.5, 1.0), vec4<f32>(0.0, 0.5, 0.5, 1.0), vec4<f32>(0.5, 0.5, 0.5, 1.0), vec4<f32>(0.0, 0.0, 0.0, 1.0), vec4<f32>(1.0, 0.0, 0.0, 1.0), vec4<f32>(0.0, 1.0, 0.0, 1.0), vec4<f32>(1.0, 1.0, 0.0, 1.0), vec4<f32>(0.0, 0.0, 1.0, 1.0), vec4<f32>(1.0, 0.0, 1.0, 1.0), vec4<f32>(0.0, 1.0, 1.0, 1.0), vec4<f32>(1.0, 1.0, 1.0, 1.0)); let x_123 : array<vec4<f32>, 16> = indexable; indexable = array<vec4<f32>, 16>(vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 0.0)); indexable = x_123; let x_125 : vec4<f32> = indexable[x_119]; x_GLF_color = x_125; return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4<f32>; }; [[stage(fragment)]] fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }