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