[[block]] struct buf0 { one : f32; }; [[group(0), binding(0)]] var<uniform> x_6 : buf0; var<private> x_GLF_color : vec4<f32>; fn main_1() { var f : f32; var a : i32; var b : i32; var c : i32; var i : i32; var v : vec3<f32>; let x_42 : f32 = x_6.one; f = x_42; a = 1; b = 0; c = 1; i = 0; loop { let x_47 : i32 = i; if ((x_47 < 3)) { } else { break; } let x_50 : i32 = i; let x_51 : f32 = f; let x_52 : i32 = i; v[x_50] = (x_51 + f32(x_52)); continuing { let x_56 : i32 = i; i = (x_56 + 1); } } let x_59 : f32 = x_6.one; if ((x_59 == 1.0)) { loop { x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); continuing { let x_67 : i32 = c; let x_68 : i32 = a; let x_69 : i32 = b; if (((x_67 & (x_68 | x_69)) == 0)) { } else { break; } } } let x_74 : f32 = x_6.one; if ((x_74 == 1.0)) { x_GLF_color = vec4<f32>(1.0, 1.0, 1.0, 1.0); } } let x_79 : f32 = v.x; let x_83 : f32 = v.y; let x_87 : f32 = v.z; let x_90 : vec3<f32> = vec3<f32>(select(0.0, 1.0, (x_79 == 1.0)), select(1.0, 0.0, (x_83 == 2.0)), select(1.0, 0.0, (x_87 == 3.0))); let x_91 : vec4<f32> = x_GLF_color; x_GLF_color = vec4<f32>(x_90.x, x_90.y, x_90.z, x_91.w); x_GLF_color.w = 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); }