var gl_FragCoord : vec4; var x_GLF_color : vec4; fn x_47() { discard; } fn main_1() { loop { var x_30_phi : i32; var x_48_phi : bool; x_30_phi = 0; loop { var x_31 : i32; let x_30 : i32 = x_30_phi; x_48_phi = false; if ((x_30 < 10)) { } else { break; } let x_37 : f32 = gl_FragCoord.y; if ((x_37 < 0.0)) { let x_42 : f32 = gl_FragCoord.x; if ((x_42 < 0.0)) { x_48_phi = false; break; } else { continue; } continue; } x_47(); x_48_phi = true; break; continuing { x_31 = (x_30 + 1); x_30_phi = x_31; } } let x_48 : bool = x_48_phi; if (x_48) { break; } x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); break; } 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); }