type Arr = [[stride(16)]] array; [[block]] struct buf0 { x_GLF_uniform_float_values : Arr; }; [[group(0), binding(0)]] var x_6 : buf0; var x_GLF_color : vec4; fn main_1() { var v1 : vec2; var b : vec2; var a : f32; var x_51 : bool; var x_52_phi : bool; let x_30 : f32 = x_6.x_GLF_uniform_float_values[0]; v1 = vec2(x_30, x_30); let x_32 : vec2 = v1; b = fract(x_32); let x_34 : vec2 = b; a = smoothStep(vec2(1.0, 1.0), vec2(1.0, 1.0), x_34).x; let x_38 : f32 = x_6.x_GLF_uniform_float_values[0]; let x_39 : f32 = a; let x_40 : f32 = a; let x_42 : f32 = x_6.x_GLF_uniform_float_values[0]; x_GLF_color = vec4(x_38, x_39, x_40, x_42); let x_45 : f32 = b.x; let x_46 : bool = (x_45 < 1.0); x_52_phi = x_46; if (x_46) { let x_50 : f32 = b.y; x_51 = (x_50 < 1.0); x_52_phi = x_51; } let x_52 : bool = x_52_phi; if (x_52) { let x_57 : f32 = x_6.x_GLF_uniform_float_values[0]; let x_59 : f32 = b.x; let x_61 : f32 = b.y; let x_63 : f32 = x_6.x_GLF_uniform_float_values[0]; x_GLF_color = vec4(x_57, x_59, x_61, x_63); } else { let x_66 : f32 = x_6.x_GLF_uniform_float_values[0]; x_GLF_color = vec4(x_66, x_66, x_66, x_66); } return; } struct main_out { [[location(0)]] x_GLF_color_1 : vec4; }; [[stage(fragment)]] fn main() -> main_out { main_1(); return main_out(x_GLF_color); }