struct buf1 { resolution : vec2; }; struct buf0 { injectionSwitch : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(1)]] var x_6 : buf1; [[group(0), binding(0)]] var x_9 : buf0; var x_GLF_color : vec4; fn main_1() { var data : array; var x_40_phi : i32; var x_52_phi : i32; x_40_phi = 0; loop { var x_41 : i32; let x_40 : i32 = x_40_phi; if ((x_40 < 10)) { } else { break; } continuing { let x_48 : f32 = x_9.injectionSwitch.y; data[x_40] = (f32((10 - x_40)) * x_48); x_41 = (x_40 + 1); x_40_phi = x_41; } } x_52_phi = 0; loop { var x_53 : i32; var x_59_phi : i32; let x_52 : i32 = x_52_phi; if ((x_52 < 9)) { } else { break; } x_59_phi = 0; loop { var x_82 : bool; var x_83 : bool; var x_60 : i32; var x_84_phi : bool; let x_59 : i32 = x_59_phi; if ((x_59 < 10)) { } else { break; } if ((x_59 < (x_52 + 1))) { continue; } let x_69 : ptr = &(data[x_52]); let x_70 : f32 = *(x_69); let x_71 : ptr = &(data[x_59]); let x_72 : f32 = *(x_71); let x_74 : f32 = gl_FragCoord.y; let x_76 : f32 = x_6.resolution.y; if ((x_74 < (x_76 * 0.5))) { x_82 = (x_70 > x_72); x_84_phi = x_82; } else { x_83 = (x_70 < x_72); x_84_phi = x_83; } let x_84 : bool = x_84_phi; if (x_84) { let x_87 : f32 = *(x_69); let x_88 : f32 = *(x_71); *(x_69) = x_88; *(x_71) = x_87; } continuing { x_60 = (x_59 + 1); x_59_phi = x_60; } } continuing { x_53 = (x_52 + 1); x_52_phi = x_53; } } let x_90 : f32 = gl_FragCoord.x; let x_92 : f32 = x_6.resolution.x; if ((x_90 < (x_92 * 0.5))) { let x_99 : f32 = data[0]; let x_102 : f32 = data[5]; let x_105 : f32 = data[9]; x_GLF_color = vec4((x_99 * 0.100000001), (x_102 * 0.100000001), (x_105 * 0.100000001), 1.0); } else { let x_109 : f32 = data[5]; let x_112 : f32 = data[9]; let x_115 : f32 = data[0]; x_GLF_color = vec4((x_109 * 0.100000001), (x_112 * 0.100000001), (x_115 * 0.100000001), 1.0); } return; } struct main_out { [[location(0)]] x_GLF_color_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_color); }