| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| unknownInput: f32, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(_stageOut: ptr<function, FSOut>) { |
| { |
| if _globalUniforms.unknownInput > 5.0 { |
| { |
| (*_stageOut).sk_FragColor = vec4<f32>(0.75); |
| } |
| } else { |
| { |
| discard; |
| } |
| } |
| var i: i32 = 0; |
| loop { |
| if i < 10 { |
| { |
| (*_stageOut).sk_FragColor = (*_stageOut).sk_FragColor * 0.5; |
| i = i + i32(1); |
| } |
| } else { |
| break; |
| } |
| } |
| loop { |
| { |
| (*_stageOut).sk_FragColor = (*_stageOut).sk_FragColor + 0.25; |
| } |
| continuing { |
| break if (*_stageOut).sk_FragColor.x >= 0.75; |
| } |
| } |
| { |
| var i: i32 = 0; |
| loop { |
| { |
| if (i % 2) == 1 { |
| break; |
| } else { |
| if i > 100 { |
| return ; |
| } else { |
| continue; |
| } |
| } |
| } |
| continuing { |
| i = i + i32(1); |
| break if i >= 10; |
| } |
| } |
| } |
| return ; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| main(&_stageOut); |
| return _stageOut; |
| } |