#version 310 es precision mediump float; layout(location = 0) out vec4 x_GLF_color_1_1; struct buf0 { float two; }; vec4 tint_symbol = vec4(0.0f, 0.0f, 0.0f, 0.0f); layout(binding = 0) uniform buf0_1 { float two; } x_8; vec4 x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); void main_1() { float a = 0.0f; float b = 0.0f; float x_33 = tint_symbol.x; a = dFdx(cos(x_33)); float x_37 = x_8.two; b = mix(2.0f, x_37, a); if (bool(uint((b >= 1.899999976f)) & uint((b <= 2.099999905f)))) { x_GLF_color = vec4(1.0f, 0.0f, 0.0f, 1.0f); } else { x_GLF_color = vec4(0.0f, 0.0f, 0.0f, 0.0f); } return; } struct main_out { vec4 x_GLF_color_1; }; main_out tint_symbol_1(vec4 tint_symbol_2) { tint_symbol = tint_symbol_2; main_1(); main_out tint_symbol_3 = main_out(x_GLF_color); return tint_symbol_3; } void main() { main_out inner_result = tint_symbol_1(gl_FragCoord); x_GLF_color_1_1 = inner_result.x_GLF_color_1; return; }