[[block]] struct buf0 { injectionSwitch : vec2<f32>; }; [[group(0), binding(0)]] var<uniform> x_7 : buf0; var<private> x_GLF_color : vec4<f32>; fn mand_() -> vec3<f32> { var k : i32; k = 0; loop { if (true) { } else { break; } discard; } return vec3<f32>(1.0, 1.0, 1.0); } fn main_1() { var j : i32; let x_37 : f32 = x_7.injectionSwitch.x; let x_39 : f32 = x_7.injectionSwitch.y; if ((x_37 > x_39)) { j = 0; loop { if (true) { } else { break; } continuing { let x_46 : vec3<f32> = mand_(); } } } x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4<f32>; }; [[stage(fragment)]] fn main() -> main_out { main_1(); return main_out(x_GLF_color); }