struct S { f1 : i32, f2 : mat2x2<f32>, } var<private> gl_FragCoord : vec4<f32>; var<private> x_GLF_color : vec4<f32>; fn main_1() { var x_41 : mat2x2<f32>; var x_6 : i32; var x_42 : mat2x2<f32>; var x_49_phi : mat2x2<f32>; let x_44 : f32 = gl_FragCoord.x; if ((x_44 < 0.0)) { x_42 = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)); x_49_phi = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)); } else { x_42 = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5)); x_49_phi = mat2x2<f32>(vec2<f32>(0.5, -0.5), vec2<f32>(-0.5, 0.5)); } let x_49 : mat2x2<f32> = x_49_phi; let x_51 : S = S(1, transpose(x_49)); let x_52 : i32 = x_51.f1; x_6 = x_52; x_41 = x_51.f2; let x_56 : mat2x2<f32> = x_41; let x_59 : mat2x2<f32> = x_41; let x_63 : mat2x2<f32> = x_41; let x_66 : mat2x2<f32> = x_41; x_GLF_color = vec4<f32>(f32(x_52), (x_56[0u].x + x_59[1u].x), (x_63[0u].y + x_66[1u].y), f32(x_52)); return; } struct main_out { @location(0) x_GLF_color_1 : vec4<f32>, } @fragment fn main(@builtin(position) gl_FragCoord_param : vec4<f32>) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }