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