[[block]] 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_77 : vec2; var x_110 : vec2; var x_116 : i32; var x_77_phi : vec2; var x_80_phi : i32; var x_111_phi : vec2; var x_113_phi : vec2; let x_56 : vec4 = gl_FragCoord; let x_59 : vec2 = x_6.resolution; let x_60 : vec2 = (vec2(x_56.x, x_56.y) / x_59); let x_63 : i32 = i32((x_60.x * 8.0)); let x_66 : i32 = i32((x_60.y * 8.0)); let x_75 : vec2 = vec2(((((x_63 & 5) | (x_66 & 10)) * 8) + ((x_66 & 5) | (x_63 & 10))), 0); x_77_phi = x_75; x_80_phi = 0; loop { var x_91 : vec2; var x_99 : vec2; var x_81 : i32; var x_92_phi : vec2; var x_100_phi : vec2; x_77 = x_77_phi; let x_80 : i32 = x_80_phi; if ((x_80 < 100)) { } else { break; } x_92_phi = x_77; if ((x_77.x > 0)) { x_91 = x_77; x_91.y = (x_77.y - 1); x_92_phi = x_91; } let x_92 : vec2 = x_92_phi; x_100_phi = x_92; if ((x_92.x < 0)) { x_99 = x_92; x_99.y = (x_92.y + 1); x_100_phi = x_99; } let x_100 : vec2 = x_100_phi; var x_78_1 : vec2 = x_100; x_78_1.x = (x_100.x + (x_100.y / 2)); let x_78 : vec2 = x_78_1; continuing { x_81 = (x_80 + 1); x_77_phi = x_78; x_80_phi = x_81; } } let x_105 : i32 = x_77.x; x_111_phi = x_77; if ((x_105 < 0)) { x_110 = vec2(0, 0); x_110.x = -(x_105); x_111_phi = x_110; } let x_111 : vec2 = x_111_phi; x_113_phi = x_111; loop { var x_114 : vec2; let x_113 : vec2 = x_113_phi; x_116 = x_113.x; if ((x_116 > 15)) { } else { break; } continuing { x_114 = vec2(0, 0); x_114.x = bitcast((x_116 - bitcast(16))); x_113_phi = x_114; } } 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_121 : vec4 = indexable[x_116]; x_GLF_color = x_121; 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); }