struct strided_arr { @size(16) el : f32, } type Arr = array; struct buf1 { x_GLF_uniform_float_values : Arr, } struct buf2 { zero : f32, } 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_8 : buf1; @group(0) @binding(2) var x_10 : buf2; var gl_FragCoord : vec4; var x_GLF_color : vec4; @group(0) @binding(0) var x_13 : buf0; fn func_vf2_(pos : ptr>) -> bool { let x_62 : f32 = (*(pos)).x; let x_64 : f32 = x_8.x_GLF_uniform_float_values[0].el; if ((x_62 < x_64)) { return true; } let x_69 : f32 = (*(pos)).y; let x_71 : f32 = x_8.x_GLF_uniform_float_values[0].el; if ((x_69 > x_71)) { return false; } let x_76 : f32 = x_10.zero; let x_78 : f32 = x_8.x_GLF_uniform_float_values[1].el; if ((x_76 > x_78)) { return true; } return true; } fn main_1() { var param : vec2; let x_42 : vec4 = gl_FragCoord; param = vec2(x_42.x, x_42.y); let x_44 : bool = func_vf2_(&(param)); if (x_44) { discard; } let x_48 : i32 = x_13.x_GLF_uniform_int_values[0].el; let x_51 : i32 = x_13.x_GLF_uniform_int_values[1].el; let x_54 : i32 = x_13.x_GLF_uniform_int_values[1].el; let x_57 : i32 = x_13.x_GLF_uniform_int_values[0].el; x_GLF_color = vec4(f32(x_48), f32(x_51), f32(x_54), f32(x_57)); 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); }