| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorRed: vec4<f32>, |
| colorGreen: vec4<f32>, |
| testInputs: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn fn_hh4(_skParam0: vec4<f32>) -> f32 { |
| let v = _skParam0; |
| { |
| { |
| var x: i32 = 1; |
| loop { |
| { |
| return v.x; |
| } |
| continuing { |
| x = x + i32(1); |
| break if x > 2; |
| } |
| } |
| } |
| } |
| return f32(); |
| } |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let coords = _skParam0; |
| { |
| var v: vec4<f32> = _globalUniforms.testInputs; |
| v = vec4<f32>(0.0, v.zyx); |
| v = vec4<f32>(0.0, 0.0, v.xw); |
| v = vec4<f32>(1.0, 1.0, v.wx); |
| v = vec4<f32>(v.zy, 1.0, 1.0); |
| v = vec4<f32>(v.xx, 1.0, 1.0); |
| v = v.wzwz; |
| let _skTemp0 = fn_hh4(v); |
| v = vec3<f32>(_skTemp0, 123.0, 456.0).yyzz; |
| let _skTemp1 = fn_hh4(v); |
| v = vec3<f32>(_skTemp1, 123.0, 456.0).yyzz; |
| let _skTemp2 = fn_hh4(v); |
| v = vec4<f32>(123.0, 456.0, 456.0, _skTemp2); |
| let _skTemp3 = fn_hh4(v); |
| v = vec4<f32>(123.0, 456.0, 456.0, _skTemp3); |
| let _skTemp4 = fn_hh4(v); |
| v = vec3<f32>(_skTemp4, 123.0, 456.0).yxxz; |
| let _skTemp5 = fn_hh4(v); |
| v = vec3<f32>(_skTemp5, 123.0, 456.0).yxxz; |
| v = vec4<f32>(1.0, 1.0, 2.0, 3.0); |
| v = vec4<f32>(_globalUniforms.colorRed.xyz, 1.0); |
| v = vec4<f32>(_globalUniforms.colorRed.x, 1.0, _globalUniforms.colorRed.yz); |
| v = (v).wzyx; |
| v = vec4<f32>((v.yz), v.yz).xzwy; |
| v = vec4<f32>((vec3<f32>(v.ww, 1.0)), v.w).zyxw; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(all(v == vec4<f32>(1.0)))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |