| 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>) { |
| { |
| var value: f32 = 0.0; |
| switch 0 { |
| case 0, 1 { |
| var _skTemp0: bool = false; |
| if 0 == 0 { |
| value = 0.0; |
| if _globalUniforms.unknownInput == 2.0 { |
| break; |
| } |
| // fallthrough |
| } |
| value = 1.0; |
| } |
| case default {} |
| } |
| (*_stageOut).sk_FragColor = vec4<f32>(value); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| main(&_stageOut); |
| return _stageOut; |
| } |