| 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>, |
| colorRed: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn shouldLoop_bh4(_skParam0: vec4<f32>) -> bool { |
| let value = _skParam0; |
| { |
| return any(value != _globalUniforms.colorGreen); |
| } |
| } |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let coords = _skParam0; |
| { |
| var result: vec4<f32> = _globalUniforms.colorRed; |
| loop { |
| { |
| result = _globalUniforms.colorGreen; |
| } |
| continuing { |
| let _skTemp0 = shouldLoop_bh4(result); |
| break if !_skTemp0; |
| } |
| } |
| return result; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |