#version 320 es precision mediump float; precision highp int; layout(binding = 1, std140) uniform buf1 { highp vec2 resolution; } _9; layout(binding = 0, std140) uniform buf0 { highp vec2 injectionSwitch; } _13; layout(location = 0) out highp vec4 _GLF_color; bool checkSwap(highp float a, highp float b) { bool _153 = gl_FragCoord.y < (_9.resolution.y / 2.0); highp float _160; if (_153) { _160 = a; } else { highp float _159 = 0.0; _160 = _159; } bool _147; do { highp float _168; if (_153) { _168 = b; } else { highp float _167 = 0.0; _168 = _167; } if (_153) { _147 = _160 > _168; } if (true) { break; } else { break; } } while(false); highp float _180; if (_153) { highp float _179 = 0.0; _180 = _179; } else { _180 = a; } highp float _186; if (_153) { highp float _185 = 0.0; _186 = _185; } else { _186 = b; } if (!_153) { _147 = _180 < _186; } return _147; } void main() { highp float data[10]; for (int i = 0; i < 10; i++) { data[i] = float(10 - i) * _13.injectionSwitch.y; } for (int i_1 = 0; i_1 < 9; i_1++) { for (int j = 0; j < 10; j++) { if (j < (i_1 + 1)) { continue; } highp float param = data[i_1]; highp float param_1 = data[j]; bool doSwap = checkSwap(param, param_1); if (doSwap) { highp float temp = data[i_1]; data[i_1] = data[j]; data[j] = temp; } } } if (gl_FragCoord.x < (_9.resolution.x / 2.0)) { _GLF_color = vec4(data[0] / 10.0, data[5] / 10.0, data[9] / 10.0, 1.0); } else { _GLF_color = vec4(data[5] / 10.0, data[9] / 10.0, data[0] / 10.0, 1.0); } }