var x_GLF_color : vec4; var gl_FragCoord : vec4; fn main_1() { var ll : i32; x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); let x_30 : f32 = gl_FragCoord.x; if ((i32(x_30) < 2000)) { } else { ll = 0; loop { let x_41 : f32 = gl_FragCoord.x; if ((x_41 < 0.0)) { discard; } let x_6 : i32 = ll; if ((x_6 >= 5)) { break; } continuing { let x_7 : i32 = ll; ll = (x_7 + 1); } } let x_49 : f32 = gl_FragCoord.x; if ((i32(x_49) >= 2000)) { discard; } } 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); }