struct strided_arr { @size(16) el : f32, } type Arr = array; struct buf1 { x_GLF_uniform_float_values : Arr, } struct strided_arr_1 { @size(16) el : i32, } type Arr_1 = array; struct buf0 { x_GLF_uniform_int_values : Arr_1, } @group(0) @binding(1) var x_7 : buf1; @group(0) @binding(0) var x_10 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn main_1() { var m23 : mat2x3; var i : i32; let x_46 : f32 = x_7.x_GLF_uniform_float_values[1].el; m23 = mat2x3(vec3(x_46, 0.0, 0.0), vec3(0.0, x_46, 0.0)); i = 1; loop { var x_80 : bool; var x_81_phi : bool; let x_54 : i32 = i; let x_56 : i32 = x_10.x_GLF_uniform_int_values[3].el; if ((x_54 < x_56)) { } else { break; } let x_60 : i32 = x_10.x_GLF_uniform_int_values[0].el; let x_62 : i32 = x_10.x_GLF_uniform_int_values[2].el; let x_64 : f32 = x_7.x_GLF_uniform_float_values[0].el; let x_66 : f32 = m23[x_60][x_62]; m23[x_60][x_62] = (x_66 + x_64); let x_70 : f32 = gl_FragCoord.y; let x_72 : f32 = x_7.x_GLF_uniform_float_values[0].el; if ((x_70 < x_72)) { } x_81_phi = true; if (true) { let x_79 : f32 = gl_FragCoord.x; x_80 = (x_79 < 0.0); x_81_phi = x_80; } let x_81 : bool = x_81_phi; if (!(x_81)) { break; } continuing { let x_85 : i32 = i; i = (x_85 + 1); } } let x_87 : mat2x3 = m23; let x_89 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_92 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_95 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_98 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_101 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_104 : i32 = x_10.x_GLF_uniform_int_values[0].el; let x_108 : mat2x3 = mat2x3(vec3(f32(x_89), f32(x_92), f32(x_95)), vec3(f32(x_98), f32(x_101), f32(x_104))); if ((all((x_87[0u] == x_108[0u])) & all((x_87[1u] == x_108[1u])))) { let x_122 : i32 = x_10.x_GLF_uniform_int_values[0].el; let x_125 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_128 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_131 : i32 = x_10.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(f32(x_122), f32(x_125), f32(x_128), f32(x_131)); } else { let x_135 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_136 : f32 = f32(x_135); x_GLF_color = vec4(x_136, x_136, x_136, x_136); } 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); }