fn main(_skParam0: vec2<f32>) -> vec4<f32> { | |
let xy = _skParam0; | |
{ | |
var i: i32; | |
{ | |
var a: i32 = 0; | |
loop { | |
{ | |
{ | |
var b: i32 = 0; | |
loop { | |
{ | |
{ | |
var c: i32 = 0; | |
loop { | |
{ | |
{ | |
var d: i32 = 0; | |
loop { | |
{ | |
i = i + i32(1); | |
} | |
continuing { | |
d = d + i32(1); | |
break if d >= 10; | |
} | |
} | |
} | |
} | |
continuing { | |
c = c + i32(1); | |
break if c >= 10; | |
} | |
} | |
} | |
} | |
continuing { | |
b = b + i32(1); | |
break if b >= 10; | |
} | |
} | |
} | |
} | |
continuing { | |
a = a + i32(1); | |
break if a >= 10; | |
} | |
} | |
} | |
return vec4<f32>(0.0); | |
} | |
} | |
@fragment fn runtimeShaderMain(@location(0) _coords: vec2<f32>) -> @location(0) vec4<f32> { | |
return main(_coords); | |
} |