struct buf0 { injectionSwitch : vec2, } @group(0) @binding(0) var x_7 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn f_() { loop { let x_35 : f32 = x_7.injectionSwitch.y; if ((1.0 > x_35)) { let x_40 : f32 = gl_FragCoord.y; if ((x_40 < 0.0)) { continue; } else { continue; } } discard; continuing { break if !(false); } } return; } fn main_1() { f_(); x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); 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); }