struct S { f1 : i32, f2 : mat2x2, } var gl_FragCoord : vec4; var x_GLF_color : vec4; fn main_1() { var x_41 : mat2x2; var x_6 : i32; var x_42 : mat2x2; var x_49_phi : mat2x2; let x_44 : f32 = gl_FragCoord.x; if ((x_44 < 0.0)) { x_42 = mat2x2(vec2(1.0, 2.0), vec2(3.0, 4.0)); x_49_phi = mat2x2(vec2(1.0, 2.0), vec2(3.0, 4.0)); } else { x_42 = mat2x2(vec2(0.5, -0.5), vec2(-0.5, 0.5)); x_49_phi = mat2x2(vec2(0.5, -0.5), vec2(-0.5, 0.5)); } let x_49 : mat2x2 = x_49_phi; let x_51 : S = S(1, transpose(x_49)); let x_52 : i32 = x_51.f1; x_6 = x_52; x_41 = x_51.f2; let x_56 : mat2x2 = x_41; let x_59 : mat2x2 = x_41; let x_63 : mat2x2 = x_41; let x_66 : mat2x2 = x_41; x_GLF_color = vec4(f32(x_52), (x_56[0u].x + x_59[1u].x), (x_63[0u].y + x_66[1u].y), f32(x_52)); 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); }