struct strided_arr { @size(16) el : f32, } alias Arr = array; struct buf1 { x_GLF_uniform_float_values : Arr, } struct strided_arr_1 { @size(16) el : i32, } alias Arr_1 = array; struct buf0 { x_GLF_uniform_int_values : Arr_1, } var gl_FragCoord : vec4; @group(0) @binding(1) var x_6 : buf1; var x_GLF_color : vec4; @group(0) @binding(0) var x_9 : buf0; fn main_1() { var icoord : vec2; var x_40 : f32; var icoord_1 : vec2; let x_42 : f32 = gl_FragCoord.x; let x_44 : f32 = x_6.x_GLF_uniform_float_values[1].el; let x_47 : f32 = x_6.x_GLF_uniform_float_values[0].el; if (((x_42 * x_44) > x_47)) { let x_52 : vec4 = gl_FragCoord; let x_55 : f32 = x_6.x_GLF_uniform_float_values[1].el; let x_58 : f32 = x_6.x_GLF_uniform_float_values[0].el; let x_60 : f32 = x_6.x_GLF_uniform_float_values[2].el; icoord = vec2(((vec2(x_52.x, x_52.y) * x_55) - vec2(x_58, x_60))); let x_65 : f32 = x_6.x_GLF_uniform_float_values[2].el; let x_67 : f32 = x_6.x_GLF_uniform_float_values[3].el; let x_69 : i32 = icoord.x; let x_71 : i32 = icoord.y; let x_74 : i32 = x_9.x_GLF_uniform_int_values[0].el; if (((x_69 * x_71) != x_74)) { let x_80 : f32 = x_6.x_GLF_uniform_float_values[3].el; x_40 = x_80; } else { let x_82 : f32 = x_6.x_GLF_uniform_float_values[2].el; x_40 = x_82; } let x_83 : f32 = x_40; let x_85 : i32 = x_9.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(x_65, x_67, x_83, f32(x_85)); } else { let x_88 : vec4 = gl_FragCoord; let x_91 : f32 = x_6.x_GLF_uniform_float_values[1].el; let x_94 : f32 = x_6.x_GLF_uniform_float_values[0].el; let x_96 : f32 = x_6.x_GLF_uniform_float_values[2].el; icoord_1 = vec2(((vec2(x_88.x, x_88.y) * x_91) - vec2(x_94, x_96))); let x_101 : f32 = x_6.x_GLF_uniform_float_values[3].el; let x_103 : f32 = x_6.x_GLF_uniform_float_values[3].el; let x_105 : i32 = icoord_1.x; let x_108 : f32 = x_6.x_GLF_uniform_float_values[3].el; x_GLF_color = vec4(x_101, x_103, f32(x_105), x_108); } return; } struct main_out { @location(0) x_GLF_color_1 : vec4, } @fragment fn main(@builtin(position) gl_FragCoord_param : vec4) -> main_out { gl_FragCoord = gl_FragCoord_param; main_1(); return main_out(x_GLF_color); }