274 lines
6.1 KiB
WebGPU Shading Language
274 lines
6.1 KiB
WebGPU Shading Language
struct buf0 {
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injectionSwitch : vec2<f32>;
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};
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var<private> gl_FragCoord : vec4<f32>;
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[[group(0), binding(0)]] var<uniform> x_6 : buf0;
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var<private> x_GLF_color : vec4<f32>;
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fn main_1() {
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loop {
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var x_45 : bool;
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var x_48 : i32;
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var x_49 : i32;
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var x_46 : bool;
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var x_115 : i32;
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var x_116 : i32;
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var x_45_phi : bool;
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var x_48_phi : i32;
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var x_50_phi : i32;
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var x_52_phi : i32;
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var x_111_phi : i32;
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var x_112_phi : bool;
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var x_115_phi : i32;
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var x_118_phi : i32;
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var x_120_phi : i32;
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var x_161_phi : i32;
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let x_40 : f32 = x_6.injectionSwitch.x;
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let x_41 : bool = (x_40 < -1.0);
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x_45_phi = false;
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x_48_phi = 0;
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x_50_phi = 0;
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x_52_phi = 0;
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loop {
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var x_62 : i32;
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var x_65 : i32;
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var x_66 : i32;
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var x_63 : i32;
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var x_53 : i32;
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var x_62_phi : i32;
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var x_65_phi : i32;
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var x_67_phi : i32;
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var x_51_phi : i32;
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var x_49_phi : i32;
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var x_46_phi : bool;
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x_45 = x_45_phi;
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x_48 = x_48_phi;
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let x_50 : i32 = x_50_phi;
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let x_52 : i32 = x_52_phi;
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let x_55 : f32 = gl_FragCoord.y;
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x_111_phi = x_48;
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x_112_phi = x_45;
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if ((x_52 < select(100, 10, (x_55 > -1.0)))) {
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} else {
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break;
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}
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x_62_phi = x_48;
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x_65_phi = x_50;
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x_67_phi = 0;
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loop {
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var x_97 : i32;
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var x_68 : i32;
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var x_66_phi : i32;
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x_62 = x_62_phi;
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x_65 = x_65_phi;
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let x_67 : i32 = x_67_phi;
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x_51_phi = x_65;
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x_49_phi = x_62;
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x_46_phi = x_45;
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if ((x_67 < 2)) {
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} else {
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break;
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}
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loop {
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var x_78 : bool;
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var x_86_phi : i32;
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var x_97_phi : i32;
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var x_98_phi : bool;
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let x_77 : f32 = gl_FragCoord.x;
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x_78 = (x_77 < -1.0);
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if (!((x_40 < 0.0))) {
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if (x_78) {
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x_66_phi = 0;
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break;
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}
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x_86_phi = 1;
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loop {
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var x_87 : i32;
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let x_86 : i32 = x_86_phi;
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x_97_phi = x_65;
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x_98_phi = false;
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if ((x_86 < 3)) {
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} else {
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break;
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}
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if (x_78) {
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continue;
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}
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if ((x_86 > 0)) {
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x_97_phi = 1;
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x_98_phi = true;
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break;
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}
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continuing {
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x_87 = (x_86 + 1);
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x_86_phi = x_87;
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}
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}
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x_97 = x_97_phi;
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let x_98 : bool = x_98_phi;
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x_66_phi = x_97;
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if (x_98) {
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break;
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}
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}
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x_66_phi = 0;
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break;
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}
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x_66 = x_66_phi;
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x_63 = bitcast<i32>((x_62 + x_66));
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if (x_41) {
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loop {
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if (x_41) {
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} else {
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break;
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}
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continuing {
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let x_105 : f32 = f32(x_52);
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x_GLF_color = vec4<f32>(x_105, x_105, x_105, x_105);
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}
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}
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x_51_phi = x_66;
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x_49_phi = x_63;
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x_46_phi = true;
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break;
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}
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continuing {
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x_68 = (x_67 + 1);
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x_62_phi = x_63;
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x_65_phi = x_66;
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x_67_phi = x_68;
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}
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}
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let x_51 : i32 = x_51_phi;
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x_49 = x_49_phi;
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x_46 = x_46_phi;
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x_111_phi = x_49;
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x_112_phi = x_46;
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if (x_46) {
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break;
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}
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if (!(x_41)) {
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x_111_phi = x_49;
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x_112_phi = x_46;
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break;
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}
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continuing {
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x_53 = (x_52 + 1);
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x_45_phi = x_46;
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x_48_phi = x_49;
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x_50_phi = x_51;
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x_52_phi = x_53;
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}
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}
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let x_111 : i32 = x_111_phi;
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let x_112 : bool = x_112_phi;
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if (x_112) {
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break;
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}
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x_115_phi = x_111;
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x_118_phi = 0;
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x_120_phi = 0;
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loop {
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var x_154 : i32;
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var x_121 : i32;
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var x_119_phi : i32;
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x_115 = x_115_phi;
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let x_118 : i32 = x_118_phi;
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let x_120 : i32 = x_120_phi;
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let x_123 : f32 = x_6.injectionSwitch.y;
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x_161_phi = x_115;
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if ((x_120 < i32((x_123 + 1.0)))) {
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} else {
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break;
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}
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loop {
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var x_135 : bool;
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var x_143_phi : i32;
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var x_154_phi : i32;
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var x_155_phi : bool;
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let x_134 : f32 = gl_FragCoord.x;
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x_135 = (x_134 < -1.0);
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if (!((x_40 < 0.0))) {
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if (x_135) {
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x_119_phi = 0;
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break;
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}
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x_143_phi = 1;
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loop {
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var x_144 : i32;
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let x_143 : i32 = x_143_phi;
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x_154_phi = x_118;
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x_155_phi = false;
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if ((x_143 < 3)) {
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} else {
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break;
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}
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if (x_135) {
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continue;
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}
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if ((x_143 > 0)) {
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x_154_phi = 1;
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x_155_phi = true;
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break;
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}
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continuing {
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x_144 = (x_143 + 1);
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x_143_phi = x_144;
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}
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}
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x_154 = x_154_phi;
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let x_155 : bool = x_155_phi;
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x_119_phi = x_154;
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if (x_155) {
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break;
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}
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}
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x_119_phi = 0;
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break;
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}
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var x_119 : i32;
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x_119 = x_119_phi;
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x_116 = bitcast<i32>((x_115 + x_119));
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if (select(x_41, false, !(x_41))) {
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x_161_phi = x_116;
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break;
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}
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continuing {
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x_121 = (x_120 + 1);
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x_115_phi = x_116;
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x_118_phi = x_119;
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x_120_phi = x_121;
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}
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}
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let x_161 : i32 = x_161_phi;
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if ((x_161 == 4)) {
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x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0);
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} else {
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x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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}
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break;
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}
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return;
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}
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struct main_out {
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[[location(0)]]
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x_GLF_color_1 : vec4<f32>;
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};
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[[stage(fragment)]]
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fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out {
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gl_FragCoord = gl_FragCoord_param;
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main_1();
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return main_out(x_GLF_color);
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}
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