| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var result: vec4<f32> = vec4<f32>(0.0); |
| { |
| var a: f32 = 0.0; |
| var b: f32 = 0.0; |
| loop { |
| if a < 10.0 && b < 10.0 { |
| { |
| result.x = result.x + a; |
| result.y = result.y + b; |
| } |
| } else { |
| break; |
| } |
| continuing { |
| a = a + f32(1); |
| b = b + f32(1); |
| } |
| } |
| } |
| { |
| var c: i32 = 0; |
| loop { |
| if c < 10 { |
| { |
| result.z = result.z + 1.0; |
| } |
| } else { |
| break; |
| } |
| continuing { |
| c = c + i32(1); |
| } |
| } |
| } |
| { |
| var d: array<f32, 2> = array<f32, 2>(0.0, 10.0); |
| var e: array<f32, 4> = array<f32, 4>(1.0, 2.0, 3.0, 4.0); |
| var f: f32 = 9.0; |
| loop { |
| if d[0] < d[1] { |
| { |
| result.w = f32(e[0] * f); |
| } |
| } else { |
| break; |
| } |
| continuing { |
| d[0] = d[0] + f32(1); |
| } |
| } |
| } |
| { |
| loop { |
| break; |
| } |
| } |
| { |
| ; |
| |
| loop { |
| break; |
| } |
| } |
| return result; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |