| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| fn userfunc_ff(_skParam0: f32) -> f32 { |
| let v = _skParam0; |
| { |
| return v + 1.0; |
| } |
| } |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let coords = _skParam0; |
| { |
| var b: f32 = 2.0; |
| var c: f32 = 3.0; |
| b = 2.0; |
| b = c + 77.0; |
| let _skTemp0 = sin(c + 77.0); |
| b = _skTemp0; |
| let _skTemp1 = userfunc_ff(c + 77.0); |
| let _skTemp2 = userfunc_ff(c + 77.0); |
| b = _skTemp2; |
| let _skTemp3 = cos(c); |
| b = _skTemp3; |
| b = b; |
| { |
| var x: i32 = 0; |
| loop { |
| { |
| continue; |
| } |
| continuing { |
| x = x + i32(1); |
| break if x >= 1; |
| } |
| } |
| } |
| var d: f32 = c; |
| b = 3.0; |
| d = d + f32(1); |
| return vec4<f32>(f32(b == 2.0), f32(b == 3.0), f32(d == 5.0), f32(d == 4.0)); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |