struct buf0 { zeroOne : vec2<f32>, } @group(0) @binding(0) var<uniform> x_6 : buf0; var<private> x_GLF_color : vec4<f32>; fn main_1() { var v : vec2<f32>; var d : f32; let x_37 : vec2<f32> = x_6.zeroOne; v = mix(vec2<f32>(2.0, 3.0), vec2<f32>(4.0, 5.0), x_37); let x_39 : vec2<f32> = v; d = distance(x_39, vec2<f32>(2.0, 5.0)); let x_41 : f32 = d; if ((x_41 < 0.100000001)) { let x_47 : f32 = v.x; let x_50 : f32 = v.y; x_GLF_color = vec4<f32>((x_47 - 1.0), (x_50 - 5.0), 0.0, 1.0); } else { x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); } return; } struct main_out { @location(0) x_GLF_color_1 : vec4<f32>, } @fragment fn main() -> main_out { main_1(); return main_out(x_GLF_color); }