| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorWhite: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let coords = _skParam0; |
| { |
| var color: vec4<f32> = vec4<f32>(0.0); |
| if (_globalUniforms.colorWhite.x == 1.0) { |
| color.y = 1.0; |
| } |
| if (_globalUniforms.colorWhite.x == 2.0) { |
| ; |
| } else { |
| color.w = 1.0; |
| } |
| loop { |
| if _globalUniforms.colorWhite.x == 2.0 { |
| ; |
| } else { |
| break; |
| } |
| } |
| loop { |
| ; |
| continuing { |
| break if _globalUniforms.colorWhite.x != 2.0; |
| } |
| } |
| return color; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |