struct buf0 { resolution : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var indexable : array, 16>; var x_76 : vec2; var x_109 : vec2; var x_115 : i32; var x_76_phi : vec2; var x_79_phi : i32; var x_110_phi : vec2; var x_112_phi : vec2; let x_55 : vec4 = gl_FragCoord; let x_58 : vec2 = x_6.resolution; let x_59 : vec2 = (vec2(x_55.x, x_55.y) / x_58); let x_62 : i32 = i32((x_59.x * 8.0)); let x_65 : i32 = i32((x_59.y * 8.0)); let x_74 : vec2 = vec2(((((x_62 & 5) | (x_65 & 10)) * 8) + ((x_65 & 5) | (x_62 & 10))), 0); x_76_phi = x_74; x_79_phi = 0; loop { var x_90 : vec2; var x_98 : vec2; var x_80 : i32; var x_91_phi : vec2; var x_99_phi : vec2; x_76 = x_76_phi; let x_79 : i32 = x_79_phi; if ((x_79 < 100)) { } else { break; } x_91_phi = x_76; if ((x_76.x > 0)) { x_90 = x_76; x_90.y = (x_76.y - 1); x_91_phi = x_90; } let x_91 : vec2 = x_91_phi; x_99_phi = x_91; if ((x_91.x < 0)) { x_98 = x_91; x_98.y = (x_91.y + 1); x_99_phi = x_98; } let x_99 : vec2 = x_99_phi; var x_77_1 : vec2 = x_99; x_77_1.x = (x_99.x + (x_99.y / 2)); let x_77 : vec2 = x_77_1; continuing { x_80 = (x_79 + 1); x_76_phi = x_77; x_79_phi = x_80; } } let x_104 : i32 = x_76.x; x_110_phi = x_76; if ((x_104 < 0)) { x_109 = x_76; x_109.x = -(x_104); x_110_phi = x_109; } let x_110 : vec2 = x_110_phi; x_112_phi = x_110; loop { var x_113 : vec2; let x_112 : vec2 = x_112_phi; x_115 = x_112.x; if ((x_115 > 15)) { } else { break; } continuing { x_113 = x_112; x_113.x = bitcast((x_115 - bitcast(16))); x_112_phi = x_113; } } indexable = array, 16>(vec4(0.0, 0.0, 0.0, 1.0), vec4(0.5, 0.0, 0.0, 1.0), vec4(0.0, 0.5, 0.0, 1.0), vec4(0.5, 0.5, 0.0, 1.0), vec4(0.0, 0.0, 0.5, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.5, 0.5, 0.5, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(1.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), vec4(1.0, 0.0, 1.0, 1.0), vec4(0.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0)); let x_120 : vec4 = indexable[x_115]; x_GLF_color = x_120; 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); }