struct buf0 { resolution : vec2, } @group(0) @binding(0) var x_7 : buf0; var gl_FragCoord : vec4; var x_GLF_color : vec4; fn main_1() { var c : vec3; var x_51 : f32; var x_55 : f32; var x_56 : f32; var x_81 : f32; var x_82 : f32; var x_118 : f32; var x_119 : f32; var x_55_phi : f32; var x_58_phi : i32; var x_81_phi : f32; var x_82_phi : f32; var x_83_phi : bool; var x_85_phi : f32; var x_122_phi : f32; var x_129_phi : i32; c = vec3(7.0, 8.0, 9.0); let x_47 : f32 = x_7.resolution.x; let x_49 : f32 = round((x_47 * 0.125)); x_51 = gl_FragCoord.x; switch(0u) { default: { x_55_phi = -0.5; x_58_phi = 1; loop { var x_68 : f32; var x_76 : f32; var x_59 : i32; var x_56_phi : f32; x_55 = x_55_phi; let x_58 : i32 = x_58_phi; x_81_phi = 0.0; x_82_phi = x_55; x_83_phi = false; if ((x_58 < 800)) { } else { break; } var x_75 : f32; var x_76_phi : f32; if (((x_58 % 32) == 0)) { x_68 = (x_55 + 0.400000006); x_56_phi = x_68; } else { x_76_phi = x_55; if (((f32(x_58) - (round(x_49) * floor((f32(x_58) / round(x_49))))) <= 0.01)) { x_75 = (x_55 + 100.0); x_76_phi = x_75; } x_76 = x_76_phi; x_56_phi = x_76; } x_56 = x_56_phi; if ((f32(x_58) >= x_51)) { x_81_phi = x_56; x_82_phi = x_56; x_83_phi = true; break; } continuing { x_59 = (x_58 + 1); x_55_phi = x_56; x_58_phi = x_59; } } x_81 = x_81_phi; x_82 = x_82_phi; let x_83 : bool = x_83_phi; x_85_phi = x_81; if (x_83) { break; } x_85_phi = x_82; } } var x_88 : f32; var x_92 : f32; var x_93 : f32; var x_92_phi : f32; var x_95_phi : i32; var x_118_phi : f32; var x_119_phi : f32; var x_120_phi : bool; let x_85 : f32 = x_85_phi; c.x = x_85; x_88 = gl_FragCoord.y; switch(0u) { default: { x_92_phi = -0.5; x_95_phi = 1; loop { var x_105 : f32; var x_113 : f32; var x_96 : i32; var x_93_phi : f32; x_92 = x_92_phi; let x_95 : i32 = x_95_phi; x_118_phi = 0.0; x_119_phi = x_92; x_120_phi = false; if ((x_95 < 800)) { } else { break; } var x_112 : f32; var x_113_phi : f32; if (((x_95 % 32) == 0)) { x_105 = (x_92 + 0.400000006); x_93_phi = x_105; } else { x_113_phi = x_92; if (((f32(x_95) - (round(x_49) * floor((f32(x_95) / round(x_49))))) <= 0.01)) { x_112 = (x_92 + 100.0); x_113_phi = x_112; } x_113 = x_113_phi; x_93_phi = x_113; } x_93 = x_93_phi; if ((f32(x_95) >= x_88)) { x_118_phi = x_93; x_119_phi = x_93; x_120_phi = true; break; } continuing { x_96 = (x_95 + 1); x_92_phi = x_93; x_95_phi = x_96; } } x_118 = x_118_phi; x_119 = x_119_phi; let x_120 : bool = x_120_phi; x_122_phi = x_118; if (x_120) { break; } x_122_phi = x_119; } } let x_122 : f32 = x_122_phi; c.y = x_122; let x_124 : f32 = c.x; let x_125 : f32 = c.y; c.z = (x_124 + x_125); x_129_phi = 0; loop { var x_130 : i32; let x_129 : i32 = x_129_phi; if ((x_129 < 3)) { } else { break; } let x_136 : f32 = c[x_129]; if ((x_136 >= 1.0)) { let x_140 : f32 = c[x_129]; let x_141 : f32 = c[x_129]; c[x_129] = (x_140 * x_141); } continuing { x_130 = (x_129 + 1); x_129_phi = x_130; } } let x_143 : vec3 = c; let x_145 : vec3 = normalize(abs(x_143)); x_GLF_color = vec4(x_145.x, x_145.y, x_145.z, 1.0); 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); }