struct strided_arr { @size(16) el : i32, } type Arr = array; struct buf0 { x_GLF_uniform_int_values : Arr, } var gl_FragCoord : vec4; @group(0) @binding(0) var x_7 : buf0; var x_GLF_color : vec4; fn main_1() { var a : i32; let x_28 : f32 = gl_FragCoord.x; a = i32(x_28); let x_30 : i32 = a; if ((~(x_30) < 0)) { let x_36 : i32 = x_7.x_GLF_uniform_int_values[1].el; a = x_36; } let x_37 : i32 = a; let x_39 : i32 = x_7.x_GLF_uniform_int_values[1].el; if ((x_37 == x_39)) { let x_45 : i32 = x_7.x_GLF_uniform_int_values[1].el; let x_48 : i32 = x_7.x_GLF_uniform_int_values[0].el; let x_51 : i32 = x_7.x_GLF_uniform_int_values[0].el; let x_54 : i32 = x_7.x_GLF_uniform_int_values[1].el; x_GLF_color = vec4(f32(x_45), f32(x_48), f32(x_51), f32(x_54)); } else { let x_58 : i32 = x_7.x_GLF_uniform_int_values[0].el; let x_59 : f32 = f32(x_58); x_GLF_color = vec4(x_59, x_59, x_59, x_59); } 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); }