| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let coords = _skParam0; |
| { |
| var x: vec4<f32> = vec4<f32>(1.0); |
| loop { |
| { |
| x.x = x.x - 0.25; |
| if (x.x <= 0.0) { |
| break; |
| } |
| } |
| continuing { |
| break if x.w != 1.0; |
| } |
| } |
| loop { |
| { |
| x.z = x.z - 0.25; |
| if (x.w == 1.0) { |
| continue; |
| } |
| x.y = 0.0; |
| } |
| continuing { |
| break if x.z <= 0.0; |
| } |
| } |
| return x; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |