[[block]] struct buf0 { resolution : vec2; }; [[group(0), binding(0)]] var x_15 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn cross2d_vf2_vf2_(a : ptr>, b : ptr>) -> f32 { let x_85 : f32 = (*(a)).x; let x_87 : f32 = (*(b)).y; let x_90 : f32 = (*(b)).x; let x_92 : f32 = (*(a)).y; return ((x_85 * x_87) - (x_90 * x_92)); } fn pointInTriangle_vf2_vf2_vf2_vf2_(p : ptr>, a_1 : ptr>, b_1 : ptr>, c : ptr>) -> i32 { var var_y : f32; var x_96 : f32; var x_97 : f32; var clamp_y : f32; var pab : f32; var param : vec2; var param_1 : vec2; var pbc : f32; var param_2 : vec2; var param_3 : vec2; var pca : f32; var param_4 : vec2; var param_5 : vec2; var x_173 : bool; var x_205 : bool; var x_174_phi : bool; var x_206_phi : bool; let x_99 : f32 = x_15.resolution.x; let x_101 : f32 = x_15.resolution.y; if ((x_99 == x_101)) { let x_106 : ptr = &((*(c)).y); let x_107 : f32 = *(x_106); let x_108 : vec2 = vec2(0.0, x_107); if (true) { let x_112 : f32 = *(x_106); x_97 = x_112; } else { x_97 = 1.0; } let x_113 : f32 = x_97; let x_114 : f32 = *(x_106); let x_116 : vec2 = vec2(1.0, max(x_113, x_114)); let x_117 : vec2 = vec2(x_108.x, x_108.y); x_96 = x_107; } else { x_96 = -1.0; } let x_118 : f32 = x_96; var_y = x_118; let x_119 : ptr = &((*(c)).y); let x_120 : f32 = *(x_119); let x_121 : f32 = *(x_119); let x_122 : f32 = var_y; clamp_y = clamp(x_120, x_121, x_122); let x_124 : ptr = &((*(p)).x); let x_125 : f32 = *(x_124); let x_126 : ptr = &((*(a_1)).x); let x_127 : f32 = *(x_126); let x_129 : ptr = &((*(p)).y); let x_130 : f32 = *(x_129); let x_131 : ptr = &((*(a_1)).y); let x_132 : f32 = *(x_131); let x_135 : ptr = &((*(b_1)).x); let x_136 : f32 = *(x_135); let x_137 : f32 = *(x_126); let x_139 : ptr = &((*(b_1)).y); let x_140 : f32 = *(x_139); let x_141 : f32 = *(x_131); param = vec2((x_125 - x_127), (x_130 - x_132)); param_1 = vec2((x_136 - x_137), (x_140 - x_141)); let x_144 : f32 = cross2d_vf2_vf2_(&(param), &(param_1)); pab = x_144; let x_145 : f32 = *(x_124); let x_146 : f32 = *(x_135); let x_148 : f32 = *(x_129); let x_149 : f32 = *(x_139); let x_152 : ptr = &((*(c)).x); let x_153 : f32 = *(x_152); let x_154 : f32 = *(x_135); let x_156 : f32 = clamp_y; let x_157 : f32 = *(x_139); param_2 = vec2((x_145 - x_146), (x_148 - x_149)); param_3 = vec2((x_153 - x_154), (x_156 - x_157)); let x_160 : f32 = cross2d_vf2_vf2_(&(param_2), &(param_3)); pbc = x_160; let x_161 : f32 = pab; let x_163 : f32 = pbc; let x_165 : bool = ((x_161 < 0.0) & (x_163 < 0.0)); x_174_phi = x_165; if (!(x_165)) { let x_169 : f32 = pab; let x_171 : f32 = pbc; x_173 = ((x_169 >= 0.0) & (x_171 >= 0.0)); x_174_phi = x_173; } let x_174 : bool = x_174_phi; if (!(x_174)) { return 0; } let x_178 : f32 = *(x_124); let x_179 : f32 = *(x_152); let x_181 : f32 = *(x_129); let x_182 : f32 = *(x_119); let x_185 : f32 = *(x_126); let x_186 : f32 = *(x_152); let x_188 : f32 = *(x_131); let x_189 : f32 = *(x_119); param_4 = vec2((x_178 - x_179), (x_181 - x_182)); param_5 = vec2((x_185 - x_186), (x_188 - x_189)); let x_192 : f32 = cross2d_vf2_vf2_(&(param_4), &(param_5)); pca = x_192; let x_193 : f32 = pab; let x_195 : f32 = pca; let x_197 : bool = ((x_193 < 0.0) & (x_195 < 0.0)); x_206_phi = x_197; if (!(x_197)) { let x_201 : f32 = pab; let x_203 : f32 = pca; x_205 = ((x_201 >= 0.0) & (x_203 >= 0.0)); x_206_phi = x_205; } let x_206 : bool = x_206_phi; if (!(x_206)) { return 0; } return 1; } fn main_1() { var pos : vec2; var param_6 : vec2; var param_7 : vec2; var param_8 : vec2; var param_9 : vec2; let x_72 : vec4 = gl_FragCoord; let x_75 : vec2 = x_15.resolution; pos = (vec2(x_72.x, x_72.y) / x_75); let x_77 : vec2 = pos; param_6 = x_77; param_7 = vec2(0.699999988, 0.300000012); param_8 = vec2(0.5, 0.899999976); param_9 = vec2(0.100000001, 0.400000006); let x_78 : i32 = pointInTriangle_vf2_vf2_vf2_vf2_(&(param_6), &(param_7), &(param_8), &(param_9)); if ((x_78 == 1)) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4(0.0, 0.0, 0.0, 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); }