[[block]] struct buf1 { resolution : vec2; }; [[block]] struct buf0 { injectionSwitch : vec2; }; var gl_FragCoord : vec4; [[group(0), binding(1)]] var x_9 : buf1; [[group(0), binding(0)]] var x_13 : buf0; var x_GLF_color : vec4; fn checkSwap_f1_f1_(a : ptr, b : ptr) -> bool { var x_147 : bool; var x_158 : f32; var x_159 : f32; var x_179 : f32; var x_178 : f32; var x_185 : f32; var x_184 : f32; var x_160_phi : f32; var x_180_phi : f32; var x_186_phi : f32; let x_149 : f32 = gl_FragCoord.y; let x_151 : f32 = x_9.resolution.y; let x_153 : bool = (x_149 < (x_151 / 2.0)); if (x_153) { x_158 = *(a); x_160_phi = x_158; } else { x_159 = 0.0; x_160_phi = x_159; } var x_166 : f32; var x_167 : f32; var x_168_phi : f32; let x_160 : f32 = x_160_phi; var guard155 : bool = true; if (false) { } else { if (guard155) { if (x_153) { x_166 = *(b); x_168_phi = x_166; } else { x_167 = 0.0; x_168_phi = x_167; } let x_168 : f32 = x_168_phi; let x_169 : bool = (x_160 > x_168); if (x_153) { x_147 = x_169; } if (true) { } else { guard155 = false; } if (guard155) { guard155 = false; } } } if (x_153) { x_179 = 0.0; x_180_phi = x_179; } else { x_178 = *(a); x_180_phi = x_178; } let x_180 : f32 = x_180_phi; if (x_153) { x_185 = 0.0; x_186_phi = x_185; } else { x_184 = *(b); x_186_phi = x_184; } let x_186 : f32 = x_186_phi; if (x_153) { } else { x_147 = (x_180 < x_186); } let x_191 : bool = x_147; return x_191; } fn main_1() { var i : i32; var data : array; var i_1 : i32; var j : i32; var doSwap : bool; var param : f32; var param_1 : f32; var temp : f32; i = 0; loop { let x_59 : i32 = i; if ((x_59 < 10)) { } else { break; } let x_62 : i32 = i; let x_63 : i32 = i; let x_67 : f32 = x_13.injectionSwitch.y; data[x_62] = (f32((10 - x_63)) * x_67); continuing { let x_70 : i32 = i; i = (x_70 + 1); } } i_1 = 0; loop { let x_76 : i32 = i_1; if ((x_76 < 9)) { } else { break; } j = 0; loop { let x_83 : i32 = j; if ((x_83 < 10)) { } else { break; } let x_86 : i32 = j; let x_87 : i32 = i_1; if ((x_86 < (x_87 + 1))) { continue; } let x_92 : i32 = i_1; let x_93 : i32 = j; let x_95 : f32 = data[x_92]; param = x_95; let x_97 : f32 = data[x_93]; param_1 = x_97; let x_98 : bool = checkSwap_f1_f1_(&(param), &(param_1)); doSwap = x_98; let x_99 : bool = doSwap; if (x_99) { let x_102 : i32 = i_1; let x_104 : f32 = data[x_102]; temp = x_104; let x_105 : i32 = i_1; let x_106 : i32 = j; let x_108 : f32 = data[x_106]; data[x_105] = x_108; let x_110 : i32 = j; let x_111 : f32 = temp; data[x_110] = x_111; } continuing { let x_113 : i32 = j; j = (x_113 + 1); } } continuing { let x_115 : i32 = i_1; i_1 = (x_115 + 1); } } let x_118 : f32 = gl_FragCoord.x; let x_120 : f32 = x_9.resolution.x; if ((x_118 < (x_120 / 2.0))) { let x_127 : f32 = data[0]; let x_130 : f32 = data[5]; let x_133 : f32 = data[9]; x_GLF_color = vec4((x_127 / 10.0), (x_130 / 10.0), (x_133 / 10.0), 1.0); } else { let x_137 : f32 = data[5]; let x_140 : f32 = data[9]; let x_143 : f32 = data[0]; x_GLF_color = vec4((x_137 / 10.0), (x_140 / 10.0), (x_143 / 10.0), 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); }