[[block]] struct buf0 { injectionSwitch : vec2; }; var x_GLF_color : vec4; [[group(0), binding(0)]] var x_7 : buf0; var gl_FragCoord : vec4; fn main_1() { var i : i32; var i_1 : i32; var i_2 : i32; x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); i = 0; let x_35 : f32 = x_7.injectionSwitch.y; if ((x_35 < 0.0)) { } else { var x_42 : bool; let x_41 : f32 = gl_FragCoord.y; x_42 = (x_41 < -1.0); if (x_42) { } else { loop { let x_50 : i32 = i; if ((x_50 >= 256)) { break; } loop { i_1 = 0; loop { let x_58 : i32 = i_1; if ((x_58 < 1)) { } else { break; } if (x_42) { i_2 = 0; loop { let x_66 : i32 = i_2; if ((x_66 < 1)) { } else { break; } continuing { let x_70 : i32 = i_2; i_2 = (x_70 + 1); } } continue; } return; continuing { let x_72 : i32 = i_1; i_1 = (x_72 + 1); } } continuing { if (false) { } else { break; } } } continuing { if (false) { } else { break; } } } } } 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); }