1var<private> x_GLF_color : vec4<f32>; 2 3var<private> gl_FragCoord : vec4<f32>; 4 5fn main_1() { 6 var x_30 : f32; 7 var foo : u32; 8 x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); 9 let x_32 : f32 = gl_FragCoord.x; 10 if ((x_32 > -1.0)) { 11 let x_38 : f32 = x_GLF_color.x; 12 x_30 = x_38; 13 } else { 14 let x_6 : u32 = foo; 15 let x_7 : u32 = (x_6 - bitcast<u32>(1)); 16 foo = x_7; 17 x_30 = f32((178493u + x_7)); 18 } 19 let x_40 : f32 = x_30; 20 x_GLF_color.x = x_40; 21 return; 22} 23 24struct main_out { 25 [[location(0)]] 26 x_GLF_color_1 : vec4<f32>; 27}; 28 29[[stage(fragment)]] 30fn main([[builtin(position)]] gl_FragCoord_param : vec4<f32>) -> main_out { 31 gl_FragCoord = gl_FragCoord_param; 32 main_1(); 33 return main_out(x_GLF_color); 34} 35