blob: ac638e8937b58311cd3ef20cdfa259296a4470c6 [file] [log] [blame]
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);
}