[[block]] struct buf0 { injectionSwitch : vec2; }; [[group(0), binding(0)]] var x_7 : buf0; var gv : f32; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn main_1() { var lv : f32; var x_43 : f32; var GLF_live5r : i32; var GLF_live5_looplimiter6 : i32; let x_45 : f32 = x_7.injectionSwitch.y; if ((1.0 > x_45)) { let x_50 : f32 = gv; x_43 = abs(x_50); } else { x_43 = 260.0; } let x_52 : f32 = x_43; lv = x_52; let x_53 : f32 = lv; if ((i32(x_53) < 250)) { let x_58 : f32 = lv; if ((i32(x_58) < 180)) { let x_64 : f32 = lv; let x_65 : f32 = clamp(x_64, 1.0, 1.0); } else { let x_67 : f32 = gl_FragCoord.y; if ((x_67 < 0.0)) { let x_71 : f32 = lv; if ((i32(x_71) < 210)) { loop { continuing { if (true) { } else { break; } } } } GLF_live5r = 0; loop { if (true) { } else { break; } let x_11 : i32 = GLF_live5_looplimiter6; if ((x_11 >= 6)) { break; } let x_12 : i32 = GLF_live5_looplimiter6; GLF_live5_looplimiter6 = (x_12 + 1); } } } } x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); 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); }