type Arr = [[stride(16)]] array; struct buf0 { x_GLF_uniform_float_values : Arr; }; type Arr_1 = [[stride(16)]] array; struct buf1 { x_GLF_uniform_int_values : Arr_1; }; var x_GLF_color : vec4; [[group(0), binding(0)]] var x_6 : buf0; var gl_FragCoord : vec4; [[group(0), binding(1)]] var x_8 : buf1; fn main_1() { let x_31 : f32 = x_6.x_GLF_uniform_float_values[1]; x_GLF_color = vec4(x_31, x_31, x_31, x_31); let x_34 : f32 = gl_FragCoord.y; let x_36 : f32 = x_6.x_GLF_uniform_float_values[0]; if ((x_34 >= x_36)) { let x_41 : i32 = x_8.x_GLF_uniform_int_values[1]; switch(x_41) { case 0, 16: { let x_45 : i32 = x_8.x_GLF_uniform_int_values[0]; let x_46 : f32 = f32(x_45); let x_47 : f32 = f32(x_41); x_GLF_color = vec4(x_46, x_47, x_47, x_46); } default: { } } } let x_50 : i32 = x_8.x_GLF_uniform_int_values[1]; let x_52 : i32 = x_8.x_GLF_uniform_int_values[0]; if ((x_50 == x_52)) { x_GLF_color = vec4(x_36, x_36, x_36, x_36); } 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); }