type Arr = [[stride(16)]] array; struct buf0 { x_GLF_uniform_int_values : Arr; }; var gl_FragCoord : vec4; [[group(0), binding(0)]] var x_7 : buf0; var x_GLF_color : vec4; fn main_1() { var a : i32; var i : i32; let x_32 : f32 = gl_FragCoord.x; let x_35 : i32 = x_7.x_GLF_uniform_int_values[1]; a = select(-1, 0, (i32(x_32) < x_35)); i = 0; loop { let x_42 : i32 = i; if ((x_42 < 5)) { } else { break; } let x_45 : i32 = a; a = (x_45 / 2); continuing { let x_47 : i32 = i; i = (x_47 + 1); } } let x_49 : i32 = a; if ((x_49 == 0)) { let x_55 : i32 = x_7.x_GLF_uniform_int_values[0]; let x_58 : i32 = x_7.x_GLF_uniform_int_values[1]; let x_61 : i32 = x_7.x_GLF_uniform_int_values[1]; let x_64 : i32 = x_7.x_GLF_uniform_int_values[0]; x_GLF_color = vec4(f32(x_55), f32(x_58), f32(x_61), f32(x_64)); } else { let x_68 : i32 = x_7.x_GLF_uniform_int_values[1]; let x_69 : f32 = f32(x_68); x_GLF_color = vec4(x_69, x_69, x_69, x_69); } 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); }