struct buf0 { injectionSwitch : vec2, } var gl_FragCoord : vec4; var array0 : array; var array1 : array; @group(0) @binding(0) var x_11 : buf0; var x_GLF_color : vec4; fn main_1() { var q : i32; var i : i32; var c : i32; q = 0; let x_55 : f32 = gl_FragCoord.x; i = (i32(x_55) % 3); c = 0; loop { let x_14 : i32 = c; if ((x_14 < 3)) { } else { break; } let x_15 : i32 = c; array0[x_15] = 0.0; let x_16 : i32 = c; array1[x_16] = 0.0; let x_65 : f32 = x_11.injectionSwitch.x; let x_18 : i32 = q; switch((i32(x_65) + x_18)) { case 51: { loop { if (true) { } else { break; } } let x_20 : i32 = c; array0[x_20] = 1.0; fallthrough; } case 61: { array1[0] = 1.0; let x_21 : i32 = c; array1[x_21] = 1.0; } case 0: { q = 61; } default: { } } continuing { let x_22 : i32 = c; c = (x_22 + 1); } } let x_24 : i32 = i; let x_79 : f32 = array1[x_24]; let x_25 : i32 = i; let x_81 : f32 = array0[x_25]; let x_26 : i32 = i; let x_83 : f32 = array0[x_26]; x_GLF_color = vec4(x_79, x_81, x_83, 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); }