var x_GLF_color : vec4; var gl_FragCoord : vec4; fn main_1() { var x_37 : mat4x3; var x_38_phi : mat4x3; var x_48_phi : vec3; let x_32 : f32 = gl_FragCoord.y; if ((x_32 < 1.0)) { x_38_phi = mat4x3(vec3(1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, 0.0)); } else { x_37 = transpose(mat3x4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0))); x_38_phi = x_37; } let x_38 : mat4x3 = x_38_phi; let x_40 : f32 = transpose(x_38)[0u].y; loop { if ((x_40 > 1.0)) { x_48_phi = vec3(0.0, 0.0, 0.0); break; } x_48_phi = vec3(1.0, 0.0, 0.0); break; } let x_48 : vec3 = x_48_phi; x_GLF_color = vec4(x_48.x, x_48.y, x_48.z, 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); }