struct buf0 { sequence : vec4, } @group(0) @binding(0) var x_7 : buf0; var x_GLF_color : vec4; fn main_1() { var a : vec4; var i : i32; var sum : i32; a = vec4(0, 0, 0, 0); i = 0; loop { let x_40 : i32 = i; let x_42 : i32 = x_7.sequence.w; if ((x_40 < (x_42 + 1))) { } else { break; } let x_46 : i32 = i; let x_48 : i32 = x_7.sequence.x; let x_49 : i32 = i; let x_52 : i32 = x_7.sequence[clamp(x_46, x_48, x_49)]; if ((x_52 == 1)) { let x_57 : i32 = i; a[x_57] = 5; } else { let x_59 : i32 = i; let x_60 : i32 = i; a[x_59] = x_60; } continuing { let x_62 : i32 = i; i = (x_62 + 1); } } let x_65 : i32 = a.x; let x_67 : i32 = a.y; let x_70 : i32 = a.z; let x_73 : i32 = a.w; sum = (((x_65 + x_67) + x_70) + x_73); let x_75 : i32 = sum; if ((x_75 == 10)) { x_GLF_color = vec4(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4(0.0, 0.0, 0.0, 0.0); } return; } struct main_out { @location(0) x_GLF_color_1 : vec4, } @fragment fn main() -> main_out { main_1(); return main_out(x_GLF_color); }