struct buf0 { resolution : vec2, } var gl_FragCoord : vec4; @group(0) @binding(0) var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var x_77 : array, 8u>; var x_78 : array, 8u>; var x_79 : array, 8u>; var x_80 : array, 16u>; var x_89 : vec4; var x_89_phi : vec4; var x_92_phi : i32; let x_81 : vec4 = gl_FragCoord; let x_84 : vec2 = x_6.resolution; let x_87 : vec2 = floor(((vec2(x_81.x, x_81.y) / x_84) * 32.0)); x_89_phi = vec4(0.5, 0.5, 1.0, 1.0); x_92_phi = 0; loop { var x_136 : vec4; var x_93 : i32; var x_121_phi : bool; var x_90_phi : vec4; x_89 = x_89_phi; let x_92 : i32 = x_92_phi; if ((x_92 < 8)) { } else { break; } var x_98 : vec4; x_77 = array, 8u>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); x_98 = x_77[x_92]; switch(0u) { default: { let x_101 : f32 = x_87.x; let x_102 : f32 = x_98.x; if ((x_101 < x_102)) { x_121_phi = false; break; } let x_106 : f32 = x_87.y; let x_107 : f32 = x_98.y; if ((x_106 < x_107)) { x_121_phi = false; break; } if ((x_101 > (x_102 + x_98.z))) { x_121_phi = false; break; } if ((x_106 > (x_107 + x_98.w))) { x_121_phi = false; break; } x_121_phi = true; } } let x_121 : bool = x_121_phi; x_90_phi = x_89; if (x_121) { x_78 = array, 8u>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_125 : f32 = x_78[x_92].x; x_79 = array, 8u>(vec4(4.0, 4.0, 20.0, 4.0), vec4(4.0, 4.0, 4.0, 20.0), vec4(4.0, 20.0, 20.0, 4.0), vec4(20.0, 4.0, 4.0, 8.0), vec4(8.0, 6.0, 4.0, 2.0), vec4(2.0, 12.0, 2.0, 4.0), vec4(16.0, 2.0, 4.0, 4.0), vec4(12.0, 22.0, 4.0, 4.0)); let x_128 : f32 = x_79[x_92].y; x_80 = array, 16u>(vec4(0.0, 0.0, 0.0, 1.0), vec4(0.5, 0.0, 0.0, 1.0), vec4(0.0, 0.5, 0.0, 1.0), vec4(0.5, 0.5, 0.0, 1.0), vec4(0.0, 0.0, 0.5, 1.0), vec4(0.5, 0.0, 0.5, 1.0), vec4(0.0, 0.5, 0.5, 1.0), vec4(0.5, 0.5, 0.5, 1.0), vec4(0.0, 0.0, 0.0, 1.0), vec4(1.0, 0.0, 0.0, 1.0), vec4(0.0, 1.0, 0.0, 1.0), vec4(1.0, 1.0, 0.0, 1.0), vec4(0.0, 0.0, 1.0, 1.0), vec4(1.0, 0.0, 1.0, 1.0), vec4(0.0, 1.0, 1.0, 1.0), vec4(1.0, 1.0, 1.0, 1.0)); x_136 = x_80[((((i32(x_125) * i32(x_128)) + (x_92 * 9)) + 11) % 16)]; x_90_phi = x_136; } let x_90 : vec4 = x_90_phi; continuing { x_93 = (x_92 + 1); x_89_phi = x_90; x_92_phi = x_93; } } x_GLF_color = x_89; 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); }