[[block]] struct buf1 { resolution : vec2; }; [[block]] struct buf0 { injectionSwitch : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(1)]] var x_6 : buf1; [[group(0), binding(0)]] var x_9 : buf0; var x_GLF_color : vec4; fn main_1() { var data : array; var x_41_phi : i32; var x_53_phi : i32; x_41_phi = 0; loop { var x_42 : i32; let x_41 : i32 = x_41_phi; if ((x_41 < 10)) { } else { break; } continuing { let x_49 : f32 = x_9.injectionSwitch.y; data[x_41] = (f32((10 - x_41)) * x_49); x_42 = (x_41 + 1); x_41_phi = x_42; } } x_53_phi = 0; loop { var x_54 : i32; var x_60_phi : i32; let x_53 : i32 = x_53_phi; if ((x_53 < 9)) { } else { break; } x_60_phi = 0; loop { var x_83 : bool; var x_84 : bool; var x_61 : i32; var x_85_phi : bool; let x_60 : i32 = x_60_phi; if ((x_60 < 10)) { } else { break; } if ((x_60 < (x_53 + 1))) { continue; } let x_70 : ptr = &(data[x_53]); let x_71 : f32 = *(x_70); let x_72 : ptr = &(data[x_60]); let x_73 : f32 = *(x_72); let x_75 : f32 = gl_FragCoord.y; let x_77 : f32 = x_6.resolution.y; if ((x_75 < (x_77 * 0.5))) { x_83 = (x_71 > x_73); x_85_phi = x_83; } else { x_84 = (x_71 < x_73); x_85_phi = x_84; } let x_85 : bool = x_85_phi; if (x_85) { let x_88 : f32 = *(x_70); let x_89 : f32 = *(x_72); *(x_70) = x_89; *(x_72) = x_88; } continuing { x_61 = (x_60 + 1); x_60_phi = x_61; } } continuing { x_54 = (x_53 + 1); x_53_phi = x_54; } } let x_91 : f32 = gl_FragCoord.x; let x_93 : f32 = x_6.resolution.x; if ((x_91 < (x_93 * 0.5))) { let x_100 : f32 = data[0]; let x_103 : f32 = data[5]; let x_106 : f32 = data[9]; x_GLF_color = vec4((x_100 * 0.100000001), (x_103 * 0.100000001), (x_106 * 0.100000001), 1.0); } else { let x_110 : f32 = data[5]; let x_113 : f32 = data[9]; let x_116 : f32 = data[0]; x_GLF_color = vec4((x_110 * 0.100000001), (x_113 * 0.100000001), (x_116 * 0.100000001), 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); }