type Arr = [[stride(16)]] array; struct buf1 { x_GLF_uniform_float_values : Arr; }; type Arr_1 = [[stride(16)]] array; struct buf0 { x_GLF_uniform_int_values : Arr_1; }; var gl_FragCoord : vec4; [[group(0), binding(1)]] var x_8 : buf1; [[group(0), binding(0)]] var x_12 : buf0; var x_GLF_v1 : vec4; fn main_1() { var uv : vec2; var v1 : vec4; var a : f32; var i : i32; let x_49 : vec4 = gl_FragCoord; uv = vec2(x_49.x, x_49.y); let x_52 : f32 = x_8.x_GLF_uniform_float_values[0]; v1 = vec4(x_52, x_52, x_52, x_52); let x_55 : f32 = uv.y; let x_57 : f32 = x_8.x_GLF_uniform_float_values[0]; if ((x_55 >= x_57)) { let x_62 : f32 = x_8.x_GLF_uniform_float_values[2]; v1.x = x_62; let x_65 : f32 = x_8.x_GLF_uniform_float_values[0]; v1.y = x_65; let x_68 : f32 = x_8.x_GLF_uniform_float_values[0]; v1.z = x_68; let x_71 : f32 = x_8.x_GLF_uniform_float_values[2]; v1.w = x_71; } let x_74 : f32 = x_8.x_GLF_uniform_float_values[2]; a = x_74; let x_15 : i32 = x_12.x_GLF_uniform_int_values[1]; i = x_15; loop { let x_16 : i32 = i; let x_17 : i32 = x_12.x_GLF_uniform_int_values[0]; if ((x_16 < x_17)) { } else { break; } let x_84 : f32 = x_8.x_GLF_uniform_float_values[2]; let x_86 : f32 = x_8.x_GLF_uniform_float_values[0]; if ((x_84 < x_86)) { discard; } let x_91 : f32 = v1.x; let x_93 : f32 = v1.y; let x_96 : f32 = v1.z; let x_99 : f32 = v1.w; let x_102 : f32 = x_8.x_GLF_uniform_float_values[3]; a = pow((((x_91 + x_93) + x_96) + x_99), x_102); continuing { let x_18 : i32 = i; i = (x_18 + 1); } } let x_104 : f32 = a; let x_106 : f32 = x_8.x_GLF_uniform_float_values[1]; if ((x_104 == x_106)) { let x_111 : vec4 = v1; x_GLF_v1 = x_111; } else { let x_20 : i32 = x_12.x_GLF_uniform_int_values[1]; let x_113 : f32 = f32(x_20); x_GLF_v1 = vec4(x_113, x_113, x_113, x_113); } return; } struct main_out { [[location(0)]] x_GLF_v1_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_v1); }