[[block]] 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_65 : i32; var x_65_phi : i32; var x_68_phi : i32; let x_51 : vec4<f32> = gl_FragCoord; let x_54 : vec2<f32> = x_6.resolution; let x_57 : vec2<f32> = floor(((vec2<f32>(x_51.x, x_51.y) / x_54) * 8.0)); let x_63 : i32 = ((i32(x_57.x) * 8) + i32(x_57.y)); x_65_phi = 0; x_68_phi = x_63; loop { var x_79 : i32; var x_80 : i32; var x_69_phi : i32; x_65 = x_65_phi; let x_68 : i32 = x_68_phi; if ((x_68 > 1)) { } else { break; } if (((x_68 & 1) == 1)) { x_79 = ((3 * x_68) + 1); x_69_phi = x_79; } else { x_80 = (x_68 / 2); x_69_phi = x_80; } let x_69 : i32 = x_69_phi; continuing { x_65_phi = bitcast<i32>((x_65 + bitcast<i32>(1))); x_68_phi = x_69; } } 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_83 : vec4<f32> = indexable[bitcast<i32>((x_65 % 16))]; x_GLF_color = x_83; 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); }