| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| struct InnerLUT { |
| values: vec3<f32>, |
| }; |
| struct OuterLUT { |
| inner: array<InnerLUT, 3>, |
| }; |
| struct Root { |
| valueAtRoot: i32, |
| outer: array<OuterLUT, 3>, |
| }; |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let coords = _skParam0; |
| { |
| var data: Root; |
| data.valueAtRoot = 1234; |
| var values: vec3<f32> = vec3<f32>(0.0); |
| { |
| var i: i32 = 0; |
| loop { |
| { |
| { |
| var j: i32 = 0; |
| loop { |
| { |
| values = values + vec3<f32>(1.0, 10.0, 100.0); |
| { |
| var k: i32 = 0; |
| loop { |
| { |
| data.outer[i].inner[j].values[k] = values[k]; |
| } |
| continuing { |
| k = k + i32(1); |
| break if k >= 3; |
| } |
| } |
| } |
| } |
| continuing { |
| j = j + i32(1); |
| break if j >= 3; |
| } |
| } |
| } |
| } |
| continuing { |
| i = i + i32(1); |
| break if i >= 3; |
| } |
| } |
| } |
| var ok: bool = ((((((((data.valueAtRoot == 1234 && all(data.outer[0].inner[0].values == vec3<f32>(1.0, 10.0, 100.0))) && all(data.outer[0].inner[1].values == vec3<f32>(2.0, 20.0, 200.0))) && all(data.outer[0].inner[2].values == vec3<f32>(3.0, 30.0, 300.0))) && all(data.outer[1].inner[0].values == vec3<f32>(4.0, 40.0, 400.0))) && all(data.outer[1].inner[1].values == vec3<f32>(5.0, 50.0, 500.0))) && all(data.outer[1].inner[2].values == vec3<f32>(6.0, 60.0, 600.0))) && all(data.outer[2].inner[0].values == vec3<f32>(7.0, 70.0, 700.0))) && all(data.outer[2].inner[1].values == vec3<f32>(8.0, 80.0, 800.0))) && all(data.outer[2].inner[2].values == vec3<f32>(9.0, 90.0, 900.0)); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok)); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |