struct strided_arr { @size(16) el : f32, } type Arr = array; struct buf0 { x_GLF_uniform_float_values : Arr, } struct strided_arr_1 { @size(16) el : i32, } type Arr_1 = array; struct buf1 { x_GLF_uniform_int_values : Arr_1, } var gl_FragCoord : vec4; @group(0) @binding(0) var x_8 : buf0; var x_GLF_color : vec4; @group(0) @binding(1) var x_10 : buf1; fn main_1() { var f0 : f32; var f1 : f32; f0 = 1.0; let x_35 : f32 = f0; f1 = fract(x_35); let x_38 : f32 = gl_FragCoord.x; let x_40 : f32 = x_8.x_GLF_uniform_float_values[0].el; if ((x_38 > x_40)) { let x_46 : i32 = x_10.x_GLF_uniform_int_values[1].el; let x_49 : i32 = x_10.x_GLF_uniform_int_values[0].el; let x_52 : i32 = x_10.x_GLF_uniform_int_values[0].el; let x_55 : i32 = x_10.x_GLF_uniform_int_values[1].el; x_GLF_color = vec4(f32(x_46), f32(x_49), f32(x_52), f32(x_55)); } else { let x_58 : f32 = f1; x_GLF_color = vec4(x_58, x_58, x_58, x_58); } 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); }