[[block]] struct buf0 { injectionSwitch : vec2; }; var x_GLF_color : vec4; [[group(0), binding(0)]] var x_6 : buf0; var gl_FragCoord : vec4; fn main_1() { x_GLF_color = vec4(0.0, 0.0, 0.0, 1.0); let x_30 : f32 = x_6.injectionSwitch.x; switch(i32(x_30)) { case 0: { switch(1) { case 1: { let x_38 : f32 = gl_FragCoord.y; if ((x_38 >= 0.0)) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); break; } discard; } default: { } } fallthrough; } case 42: { } default: { } } 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); }