struct buf0 { resolution : vec2, } @group(0) @binding(0) var x_7 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn main_1() { var c : vec3; var x_53 : f32; var x_57 : f32; var x_58 : f32; var x_83 : f32; var x_84 : f32; var x_124 : f32; var x_125 : f32; var x_57_phi : f32; var x_60_phi : i32; var x_83_phi : f32; var x_84_phi : f32; var x_85_phi : bool; var x_87_phi : f32; var x_128_phi : f32; var x_135_phi : i32; c = vec3(7.0, 8.0, 9.0); let x_47 : f32 = x_7.resolution.x; let x_48 : vec2 = vec2(1.0, x_47); let x_50 : f32 = round((x_47 * 0.125)); let x_51 : vec2 = vec2(0.0, -0.5); x_53 = gl_FragCoord.x; switch(0u) { default: { x_57_phi = -0.5; x_60_phi = 1; loop { var x_70 : f32; var x_78 : f32; var x_61 : i32; var x_58_phi : f32; x_57 = x_57_phi; let x_60 : i32 = x_60_phi; x_83_phi = 0.0; x_84_phi = x_57; x_85_phi = false; if ((x_60 < 800)) { } else { break; } var x_77 : f32; var x_78_phi : f32; if (((x_60 % 32) == 0)) { x_70 = (x_57 + 0.400000006); x_58_phi = x_70; } else { x_78_phi = x_57; if (((f32(x_60) - (round(x_50) * floor((f32(x_60) / round(x_50))))) <= 0.01)) { x_77 = (x_57 + 100.0); x_78_phi = x_77; } x_78 = x_78_phi; x_58_phi = x_78; } x_58 = x_58_phi; if ((f32(x_60) >= x_53)) { x_83_phi = x_58; x_84_phi = x_58; x_85_phi = true; break; } continuing { x_61 = (x_60 + 1); x_57_phi = x_58; x_60_phi = x_61; } } x_83 = x_83_phi; x_84 = x_84_phi; let x_85 : bool = x_85_phi; x_87_phi = x_83; if (x_85) { break; } x_87_phi = x_84; } } var x_92 : f32; var x_98 : f32; var x_99 : f32; var x_98_phi : f32; var x_101_phi : i32; var x_124_phi : f32; var x_125_phi : f32; var x_126_phi : bool; let x_87 : f32 = x_87_phi; let x_89 : vec4 = vec4(x_84, 0.400000006, x_83, 0.400000006); c.x = x_87; x_92 = gl_FragCoord.y; switch(0u) { default: { let x_95 : vec4 = vec4(x_51, 0.0, x_57); let x_96 : f32 = vec3(x_48, -0.5).z; x_98_phi = x_96; x_101_phi = 1; loop { var x_111 : f32; var x_119 : f32; var x_102 : i32; var x_99_phi : f32; x_98 = x_98_phi; let x_101 : i32 = x_101_phi; x_124_phi = 0.0; x_125_phi = x_98; x_126_phi = false; if ((x_101 < 800)) { } else { break; } var x_118 : f32; var x_119_phi : f32; if (((x_101 % 32) == 0)) { x_111 = (x_98 + 0.400000006); x_99_phi = x_111; } else { x_119_phi = x_98; if (((f32(x_101) - (round(x_50) * floor((f32(x_101) / round(x_50))))) <= 0.01)) { x_118 = (x_98 + 100.0); x_119_phi = x_118; } x_119 = x_119_phi; x_99_phi = x_119; } x_99 = x_99_phi; if ((f32(x_101) >= x_92)) { x_124_phi = x_99; x_125_phi = x_99; x_126_phi = true; break; } continuing { x_102 = (x_101 + 1); x_98_phi = x_99; x_101_phi = x_102; } } x_124 = x_124_phi; x_125 = x_125_phi; let x_126 : bool = x_126_phi; x_128_phi = x_124; if (x_126) { break; } x_128_phi = x_125; } } let x_128 : f32 = x_128_phi; c.y = x_128; let x_130 : f32 = c.x; let x_131 : f32 = c.y; c.z = (x_130 + x_131); x_135_phi = 0; loop { var x_136 : i32; let x_135 : i32 = x_135_phi; if ((x_135 < 3)) { } else { break; } let x_142 : f32 = c[x_135]; if ((x_142 >= 1.0)) { let x_146 : f32 = c[x_135]; let x_147 : f32 = c[x_135]; c[x_135] = (x_146 * x_147); } continuing { x_136 = (x_135 + 1); x_135_phi = x_136; } } let x_149 : vec3 = c; let x_151 : vec3 = normalize(abs(x_149)); x_GLF_color = vec4(x_151.x, x_151.y, x_151.z, 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); }