[[block]] struct buf1 { injectionSwitch : vec2; }; [[block]] struct buf0 { resolution : vec2; }; [[group(0), binding(1)]] var x_11 : buf1; var x_GLF_color : vec4; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_19 : buf0; fn pointInTriangle_vf2_vf2_vf2_vf2_(p : ptr>, a : ptr>, b : ptr>, c : ptr>) -> i32 { var x_78 : f32; var x_79 : f32; var x_80 : f32; var param : vec2; var param_1 : vec2; var param_2 : vec2; var param_3 : vec2; var param_4 : vec2; var param_5 : vec2; var x_147 : bool; var x_203 : bool; var x_148_phi : bool; var x_204_phi : bool; let x_81 : ptr = &((*(p)).x); let x_82 : f32 = *(x_81); let x_83 : ptr = &((*(a)).x); let x_84 : f32 = *(x_83); let x_86 : ptr = &((*(p)).y); let x_87 : f32 = *(x_86); let x_88 : ptr = &((*(a)).y); let x_89 : f32 = *(x_88); let x_92 : ptr = &((*(b)).x); let x_93 : f32 = *(x_92); let x_94 : f32 = *(x_83); let x_96 : ptr = &((*(b)).y); let x_97 : f32 = *(x_96); let x_98 : f32 = *(x_88); param = vec2((x_82 - x_84), (x_87 - x_89)); param_1 = vec2((x_93 - x_94), (x_97 - x_98)); let x_102 : f32 = param.x; let x_104 : f32 = param_1.y; let x_107 : f32 = param_1.x; let x_109 : f32 = param.y; let x_111 : f32 = ((x_102 * x_104) - (x_107 * x_109)); x_80 = x_111; let x_112 : f32 = *(x_81); let x_113 : f32 = *(x_92); let x_115 : f32 = *(x_86); let x_116 : f32 = *(x_96); let x_119 : ptr = &((*(c)).x); let x_120 : f32 = *(x_119); let x_121 : f32 = *(x_92); let x_123 : ptr = &((*(c)).y); let x_124 : f32 = *(x_123); let x_125 : f32 = *(x_96); param_2 = vec2((x_112 - x_113), (x_115 - x_116)); param_3 = vec2((x_120 - x_121), (x_124 - x_125)); let x_129 : f32 = param_2.x; let x_131 : f32 = param_3.y; let x_134 : f32 = param_3.x; let x_136 : f32 = param_2.y; let x_138 : f32 = ((x_129 * x_131) - (x_134 * x_136)); x_79 = x_138; let x_139 : bool = (x_111 < 0.0); let x_141 : bool = (x_139 & (x_138 < 0.0)); x_148_phi = x_141; if (!(x_141)) { x_147 = ((x_111 >= 0.0) & (x_138 >= 0.0)); x_148_phi = x_147; } var x_153_phi : i32; let x_148 : bool = x_148_phi; if (!(x_148)) { x_153_phi = 0; loop { var x_154 : i32; var x_164_phi : i32; let x_153 : i32 = x_153_phi; let x_159 : f32 = x_11.injectionSwitch.y; let x_160 : i32 = i32(x_159); if ((x_153 < x_160)) { } else { break; } x_GLF_color = vec4(1.0, 1.0, 1.0, 1.0); x_164_phi = 0; loop { var x_165 : i32; let x_164 : i32 = x_164_phi; if ((x_164 < x_160)) { } else { break; } x_GLF_color = vec4(1.0, 1.0, 1.0, 1.0); continuing { x_165 = (x_164 + 1); x_164_phi = x_165; } } continuing { x_154 = (x_153 + 1); x_153_phi = x_154; } } return 0; } let x_171 : f32 = *(x_81); let x_172 : f32 = *(x_119); let x_174 : f32 = *(x_86); let x_175 : f32 = *(x_123); let x_178 : f32 = *(x_83); let x_179 : f32 = *(x_119); let x_181 : f32 = *(x_88); let x_182 : f32 = *(x_123); param_4 = vec2((x_171 - x_172), (x_174 - x_175)); param_5 = vec2((x_178 - x_179), (x_181 - x_182)); let x_186 : f32 = param_4.x; let x_188 : f32 = param_5.y; let x_191 : f32 = param_5.x; let x_193 : f32 = param_4.y; let x_195 : f32 = ((x_186 * x_188) - (x_191 * x_193)); x_78 = x_195; let x_197 : bool = (x_139 & (x_195 < 0.0)); x_204_phi = x_197; if (!(x_197)) { x_203 = ((x_111 >= 0.0) & (x_195 >= 0.0)); x_204_phi = x_203; } let x_204 : bool = x_204_phi; if (!(x_204)) { return 0; } return 1; } fn main_1() { var param_6 : vec2; var param_7 : vec2; var param_8 : vec2; var param_9 : vec2; let x_60 : vec4 = gl_FragCoord; let x_63 : vec2 = x_19.resolution; param_6 = (vec2(x_60.x, x_60.y) / x_63); param_7 = vec2(0.699999988, 0.300000012); param_8 = vec2(0.5, 0.899999976); param_9 = vec2(0.100000001, 0.400000006); let x_65 : i32 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9)); if ((x_65 == 1)) { let x_71 : f32 = x_11.injectionSwitch.y; let x_73 : f32 = x_11.injectionSwitch.x; if ((x_71 >= x_73)) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } } else { x_GLF_color = vec4(0.0, 0.0, 0.0, 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); }