| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorGreen: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var zero: i32 = i32(_globalUniforms.colorGreen.x); |
| var one: i32 = i32(_globalUniforms.colorGreen.y); |
| { |
| var x: i32 = zero; |
| loop { |
| if x < 100 { |
| { |
| { |
| var y: i32 = one; |
| loop { |
| if y < 100 { |
| { |
| var _0_x: i32 = x; |
| var _1_result: i32 = 0; |
| loop { |
| if _0_x >= y { |
| { |
| _1_result = _1_result + i32(1); |
| _0_x = _0_x - y; |
| } |
| } else { |
| break; |
| } |
| } |
| if (x / y != _1_result) { |
| { |
| return vec4<f32>(1.0, f32(f32(x) * 0.003921569), f32(f32(y) * 0.003921569), 1.0); |
| } |
| } |
| } |
| } else { |
| break; |
| } |
| continuing { |
| y = y + i32(1); |
| } |
| } |
| } |
| } |
| } else { |
| break; |
| } |
| continuing { |
| x = x + i32(1); |
| } |
| } |
| } |
| return _globalUniforms.colorGreen; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |