var<private> x_GLF_color : vec4<f32>; fn main_1() { var m : mat2x2<f32>; m = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)); let x_26 : mat2x2<f32> = m; let x_28 : mat2x2<f32> = m; let x_30 : mat2x2<f32> = (transpose(x_26) * transpose(x_28)); let x_31 : mat2x2<f32> = m; let x_32 : mat2x2<f32> = m; let x_34 : mat2x2<f32> = transpose((x_31 * x_32)); if ((all((x_30[0u] == x_34[0u])) & all((x_30[1u] == x_34[1u])))) { x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); } else { x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); } return; } struct main_out { @location(0) x_GLF_color_1 : vec4<f32>, } @fragment fn main() -> main_out { main_1(); return main_out(x_GLF_color); }