[[block]] struct buf0 { injectionSwitch : vec2; }; [[group(0), binding(0)]] var x_7 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn main_1() { var loop_count : i32; loop_count = 0; let x_33 : f32 = x_7.injectionSwitch.x; let x_35 : f32 = x_7.injectionSwitch.y; let x_36 : bool = (x_33 > x_35); if (x_36) { return; } let x_40 : f32 = gl_FragCoord.x; let x_41 : bool = (x_40 < 0.0); loop { let x_43 : i32 = loop_count; if ((x_43 < 100)) { } else { break; } if (x_36) { break; } if (x_36) { x_GLF_color = vec4(1.0, 1.0, 1.0, 1.0); } else { if (x_41) { return; } } if (x_36) { x_GLF_color = vec4(1.0, 1.0, 1.0, 1.0); } else { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } if (x_36) { return; } if (x_41) { loop { let x_63 : i32 = loop_count; if ((x_63 < 100)) { } else { break; } continuing { let x_67 : i32 = loop_count; loop_count = (x_67 + 1); } } } continuing { let x_69 : i32 = loop_count; loop_count = (x_69 + 1); } } let x_71 : i32 = loop_count; if ((x_71 >= 100)) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4(1.0, 1.0, 1.0, 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); }