struct buf1 { resolution : vec2, } struct buf0 { injectionSwitch : vec2, } var gl_FragCoord : vec4; @group(0) @binding(1) var x_9 : buf1; @group(0) @binding(0) var x_13 : buf0; var x_GLF_color : vec4; fn checkSwap_f1_f1_(a : ptr, b : ptr) -> bool { var x_144 : bool; let x_146 : f32 = gl_FragCoord.y; let x_148 : f32 = x_9.resolution.y; if ((x_146 < (x_148 / 2.0))) { let x_154 : f32 = *(a); let x_155 : f32 = *(b); x_144 = (x_154 > x_155); } else { let x_157 : f32 = *(a); let x_158 : f32 = *(b); x_144 = (x_157 < x_158); } let x_160 : bool = x_144; return x_160; } fn main_1() { var i : i32; var data : array; var i_1 : i32; var j : i32; var doSwap : bool; var param : f32; var param_1 : f32; var temp : f32; i = 0; loop { let x_56 : i32 = i; if ((x_56 < 10)) { } else { break; } let x_59 : i32 = i; let x_60 : i32 = i; let x_64 : f32 = x_13.injectionSwitch.y; data[x_59] = (f32((10 - x_60)) * x_64); continuing { let x_67 : i32 = i; i = (x_67 + 1); } } i_1 = 0; loop { let x_73 : i32 = i_1; if ((x_73 < 9)) { } else { break; } j = 0; loop { let x_80 : i32 = j; if ((x_80 < 10)) { } else { break; } let x_83 : i32 = j; let x_84 : i32 = i_1; if ((x_83 < (x_84 + 1))) { continue; } let x_89 : i32 = i_1; let x_90 : i32 = j; let x_92 : f32 = data[x_89]; param = x_92; let x_94 : f32 = data[x_90]; param_1 = x_94; let x_95 : bool = checkSwap_f1_f1_(&(param), &(param_1)); doSwap = x_95; let x_96 : bool = doSwap; if (x_96) { let x_99 : i32 = i_1; let x_101 : f32 = data[x_99]; temp = x_101; let x_102 : i32 = i_1; let x_103 : i32 = j; let x_105 : f32 = data[x_103]; data[x_102] = x_105; let x_107 : i32 = j; let x_108 : f32 = temp; data[x_107] = x_108; } continuing { let x_110 : i32 = j; j = (x_110 + 1); } } continuing { let x_112 : i32 = i_1; i_1 = (x_112 + 1); } } let x_115 : f32 = gl_FragCoord.x; let x_117 : f32 = x_9.resolution.x; if ((x_115 < (x_117 / 2.0))) { let x_124 : f32 = data[0]; let x_127 : f32 = data[5]; let x_130 : f32 = data[9]; x_GLF_color = vec4((x_124 / 10.0), (x_127 / 10.0), (x_130 / 10.0), 1.0); } else { let x_134 : f32 = data[5]; let x_137 : f32 = data[9]; let x_140 : f32 = data[0]; x_GLF_color = vec4((x_134 / 10.0), (x_137 / 10.0), (x_140 / 10.0), 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); }