1[[block]] 2struct buf0 { 3 resolution : vec2<f32>; 4}; 5 6[[group(0), binding(0)]] var<uniform> x_7 : buf0; 7 8var<private> gl_FragCoord : vec4<f32>; 9 10var<private> x_GLF_color : vec4<f32>; 11 12fn main_1() { 13 var c : vec3<f32>; 14 var x_51 : f32; 15 var x_55 : f32; 16 var x_56 : f32; 17 var x_81 : f32; 18 var x_82 : f32; 19 var x_118 : f32; 20 var x_119 : f32; 21 var x_55_phi : f32; 22 var x_58_phi : i32; 23 var x_81_phi : f32; 24 var x_82_phi : f32; 25 var x_83_phi : bool; 26 var x_85_phi : f32; 27 var x_122_phi : f32; 28 var x_129_phi : i32; 29 c = vec3<f32>(7.0, 8.0, 9.0); 30 let x_47 : f32 = x_7.resolution.x; 31 let x_49 : f32 = round((x_47 * 0.125)); 32 x_51 = gl_FragCoord.x; 33 switch(0u) { 34 default: { 35 x_55_phi = -0.5; 36 x_58_phi = 1; 37 loop { 38 var x_68 : f32; 39 var x_76 : f32; 40 var x_59 : i32; 41 var x_56_phi : f32; 42 x_55 = x_55_phi; 43 let x_58 : i32 = x_58_phi; 44 x_81_phi = 0.0; 45 x_82_phi = x_55; 46 x_83_phi = false; 47 if ((x_58 < 800)) { 48 } else { 49 break; 50 } 51 var x_75 : f32; 52 var x_76_phi : f32; 53 if (((x_58 % 32) == 0)) { 54 x_68 = (x_55 + 0.400000006); 55 x_56_phi = x_68; 56 } else { 57 x_76_phi = x_55; 58 if (((f32(x_58) - (round(x_49) * floor((f32(x_58) / round(x_49))))) <= 0.01)) { 59 x_75 = (x_55 + 100.0); 60 x_76_phi = x_75; 61 } 62 x_76 = x_76_phi; 63 x_56_phi = x_76; 64 } 65 x_56 = x_56_phi; 66 if ((f32(x_58) >= x_51)) { 67 x_81_phi = x_56; 68 x_82_phi = x_56; 69 x_83_phi = true; 70 break; 71 } 72 73 continuing { 74 x_59 = (x_58 + 1); 75 x_55_phi = x_56; 76 x_58_phi = x_59; 77 } 78 } 79 x_81 = x_81_phi; 80 x_82 = x_82_phi; 81 let x_83 : bool = x_83_phi; 82 x_85_phi = x_81; 83 if (x_83) { 84 break; 85 } 86 x_85_phi = x_82; 87 } 88 } 89 var x_88 : f32; 90 var x_92 : f32; 91 var x_93 : f32; 92 var x_92_phi : f32; 93 var x_95_phi : i32; 94 var x_118_phi : f32; 95 var x_119_phi : f32; 96 var x_120_phi : bool; 97 let x_85 : f32 = x_85_phi; 98 c.x = x_85; 99 x_88 = gl_FragCoord.y; 100 switch(0u) { 101 default: { 102 x_92_phi = -0.5; 103 x_95_phi = 1; 104 loop { 105 var x_105 : f32; 106 var x_113 : f32; 107 var x_96 : i32; 108 var x_93_phi : f32; 109 x_92 = x_92_phi; 110 let x_95 : i32 = x_95_phi; 111 x_118_phi = 0.0; 112 x_119_phi = x_92; 113 x_120_phi = false; 114 if ((x_95 < 800)) { 115 } else { 116 break; 117 } 118 var x_112 : f32; 119 var x_113_phi : f32; 120 if (((x_95 % 32) == 0)) { 121 x_105 = (x_92 + 0.400000006); 122 x_93_phi = x_105; 123 } else { 124 x_113_phi = x_92; 125 if (((f32(x_95) - (round(x_49) * floor((f32(x_95) / round(x_49))))) <= 0.01)) { 126 x_112 = (x_92 + 100.0); 127 x_113_phi = x_112; 128 } 129 x_113 = x_113_phi; 130 x_93_phi = x_113; 131 } 132 x_93 = x_93_phi; 133 if ((f32(x_95) >= x_88)) { 134 x_118_phi = x_93; 135 x_119_phi = x_93; 136 x_120_phi = true; 137 break; 138 } 139 140 continuing { 141 x_96 = (x_95 + 1); 142 x_92_phi = x_93; 143 x_95_phi = x_96; 144 } 145 } 146 x_118 = x_118_phi; 147 x_119 = x_119_phi; 148 let x_120 : bool = x_120_phi; 149 x_122_phi = x_118; 150 if (x_120) { 151 break; 152 } 153 x_122_phi = x_119; 154 } 155 } 156 let x_122 : f32 = x_122_phi; 157 c.y = x_122; 158 let x_124 : f32 = c.x; 159 let x_125 : f32 = c.y; 160 c.z = (x_124 + x_125); 161 x_129_phi = 0; 162 loop { 163 var x_130 : i32; 164 let x_129 : i32 = x_129_phi; 165 if ((x_129 < 3)) { 166 } else { 167 break; 168 } 169 let x_136 : f32 = c[x_129]; 170 if ((x_136 >= 1.0)) { 171 let x_140 : f32 = c[x_129]; 172 let x_141 : f32 = c[x_129]; 173 c[x_129] = (x_140 * x_141); 174 } 175 176 continuing { 177 x_130 = (x_129 + 1); 178 x_129_phi = x_130; 179 } 180 } 181 let x_143 : vec3<f32> = c; 182 let x_145 : vec3<f32> = normalize(abs(x_143)); 183 x_GLF_color = vec4<f32>(x_145.x, x_145.y, x_145.z, 1.0); 184 return; 185} 186 187struct main_out { 188 [[location(0)]] 189 x_GLF_color_1 : vec4<f32>; 190}; 191 192[[stage(fragment)]] 193fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out { 194 gl_FragCoord = gl_FragCoord_param; 195 main_1(); 196 return main_out(x_GLF_color); 197} 198