var x_GLF_color : vec4; fn main_1() { var v : vec4; var dist1 : f32; var dist2 : f32; v = vec4(1.0, 2.0, 3.0, 4.0); let x_30 : vec4 = v; let x_32 : vec4 = v; let x_34 : vec4 = v; dist1 = distance(tanh(x_30), (sinh(x_32) / cosh(x_34))); let x_38 : vec4 = v; dist2 = distance(tanh(x_38), vec4(0.761590004, 0.964030027, 0.995050013, 0.999329984)); let x_41 : f32 = dist1; let x_43 : f32 = dist2; if (((x_41 < 0.100000001) && (x_43 < 0.100000001))) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4(0.0, 0.0, 0.0, 0.0); } return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4; }; [[stage(fragment)]] fn main() -> main_out { main_1(); return main_out(x_GLF_color); }