1[[block]] 2struct buf0 { 3 injectionSwitch : vec2<f32>; 4}; 5 6[[group(0), binding(0)]] var<uniform> x_6 : buf0; 7 8var<private> x_GLF_color : vec4<f32>; 9 10fn main_1() { 11 var data : array<f32, 2>; 12 var x_32 : f32; 13 x_32 = x_6.injectionSwitch.x; 14 data[0] = x_32; 15 let x_34 : ptr<function, f32> = &(data[1]); 16 *(x_34) = x_32; 17 x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); 18 let x_35 : f32 = *(x_34); 19 if ((x_35 > 1.0)) { 20 var x_43_phi : f32; 21 let x_39 : i32 = i32(x_32); 22 x_43_phi = 0.0; 23 switch(x_39) { 24 case 0: { 25 x_43_phi = 1.0; 26 fallthrough; 27 } 28 case 1: { 29 let x_43 : f32 = x_43_phi; 30 data[x_39] = x_43; 31 x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); 32 } 33 default: { 34 } 35 } 36 } 37 return; 38} 39 40struct main_out { 41 [[location(0)]] 42 x_GLF_color_1 : vec4<f32>; 43}; 44 45[[stage(fragment)]] 46fn main() -> main_out { 47 main_1(); 48 return main_out(x_GLF_color); 49} 50