| fn d_vi(_skParam0: ptr<function, i32>) { |
| let i = _skParam0; |
| { |
| { |
| var x: i32 = 0; |
| loop { |
| (*i) = (*i) + i32(1); |
| continuing { |
| x = x + i32(1); |
| break if x >= 10; |
| } |
| } |
| } |
| } |
| } |
| fn c_vi(_skParam0: ptr<function, i32>) { |
| let i = _skParam0; |
| { |
| { |
| var x: i32 = 0; |
| loop { |
| var _skTemp0: i32 = (*i); |
| d_vi(&_skTemp0); |
| (*i) = _skTemp0; |
| continuing { |
| x = x + i32(1); |
| break if x >= 10; |
| } |
| } |
| } |
| } |
| } |
| fn b_vi(_skParam0: ptr<function, i32>) { |
| let i = _skParam0; |
| { |
| { |
| var x: i32 = 0; |
| loop { |
| var _skTemp1: i32 = (*i); |
| c_vi(&_skTemp1); |
| (*i) = _skTemp1; |
| continuing { |
| x = x + i32(1); |
| break if x >= 10; |
| } |
| } |
| } |
| } |
| } |
| fn a_vi(_skParam0: ptr<function, i32>) { |
| let i = _skParam0; |
| { |
| { |
| var x: i32 = 0; |
| loop { |
| var _skTemp2: i32 = (*i); |
| b_vi(&_skTemp2); |
| (*i) = _skTemp2; |
| continuing { |
| x = x + i32(1); |
| break if x >= 10; |
| } |
| } |
| } |
| } |
| } |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let xy = _skParam0; |
| { |
| var i: i32 = 0; |
| var _skTemp3: i32 = i; |
| a_vi(&_skTemp3); |
| i = _skTemp3; |
| return vec4<f32>(0.0); |
| } |
| } |
| @fragment fn runtimeShaderMain(@location(0) _coords: vec2<f32>) -> @location(0) vec4<f32> { |
| return main(_coords); |
| } |