struct buf0 { resolution : vec2, } var gl_FragCoord : vec4; @group(0) @binding(0) var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var indexable : array, 16u>; var x_65 : i32; var x_65_phi : i32; var x_68_phi : i32; let x_51 : vec4 = gl_FragCoord; let x_54 : vec2 = x_6.resolution; let x_57 : vec2 = floor(((vec2(x_51.x, x_51.y) / x_54) * 8.0)); let x_63 : i32 = ((i32(x_57.x) * 8) + i32(x_57.y)); x_65_phi = 0; x_68_phi = x_63; loop { var x_79 : i32; var x_80 : i32; var x_69_phi : i32; x_65 = x_65_phi; let x_68 : i32 = x_68_phi; if ((x_68 > 1)) { } else { break; } if (((x_68 & 1) == 1)) { x_79 = ((3 * x_68) + 1); x_69_phi = x_79; } else { x_80 = (x_68 / 2); x_69_phi = x_80; } let x_69 : i32 = x_69_phi; continuing { x_65_phi = bitcast((x_65 + bitcast(1))); x_68_phi = x_69; } } indexable = array, 16u>(vec4(0.0, 0.0, 0.0, 1.0), vec4(0.5, 0.0, 0.0, 1.0), vec4(0.0, 0.5, 0.0, 1.0), vec4(0.5, 0.5, 0.0, 1.0), vec4(0.0, 0.0, 0.5, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.5, 0.5, 0.5, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(1.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), vec4(1.0, 0.0, 1.0, 1.0), vec4(0.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0)); let x_83 : vec4 = indexable[bitcast((x_65 % 16))]; x_GLF_color = x_83; return; } struct main_out { @location(0) x_GLF_color_1 : vec4, } @fragment fn main(@builtin(position) gl_FragCoord_param : vec4) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }