| diagnostic(off, derivative_uniformity); |
| diagnostic(off, chromium.unreachable_code); |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn switch_with_continue_in_loop_bi(x: i32) -> bool { |
| { |
| var val: i32 = 0; |
| switch x { |
| case 1, default { |
| var _skTemp0: bool = false; |
| if x == 1 { |
| { |
| var i: i32 = 0; |
| loop { |
| { |
| val = val + i32(1); |
| continue; |
| } |
| continuing { |
| i = i + i32(1); |
| break if i >= 10; |
| } |
| } |
| } |
| // fallthrough |
| } |
| val = val + i32(1); |
| } |
| } |
| return val == 11; |
| } |
| } |
| fn loop_with_break_in_switch_bi(x: i32) -> bool { |
| { |
| var val: i32 = 0; |
| { |
| var i: i32 = 0; |
| loop { |
| { |
| switch x { |
| case 1 { |
| val = val + i32(1); |
| break; |
| } |
| case default { |
| return false; |
| } |
| } |
| val = val + i32(1); |
| } |
| continuing { |
| i = i + i32(1); |
| break if i >= 10; |
| } |
| } |
| } |
| return val == 20; |
| } |
| } |
| fn _skslMain(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var x: i32 = i32(_globalUniforms.colorGreen.y); |
| var _0_val: i32 = 0; |
| switch x { |
| case 1, default { |
| var _skTemp1: bool = false; |
| if x == 1 { |
| { |
| var _1_i: i32 = 0; |
| loop { |
| { |
| _0_val = _0_val + i32(1); |
| break; |
| } |
| continuing { |
| _1_i = _1_i + i32(1); |
| break if _1_i >= 10; |
| } |
| } |
| } |
| // fallthrough |
| } |
| _0_val = _0_val + i32(1); |
| } |
| } |
| var _skTemp2: vec4<f32>; |
| var _skTemp3: bool; |
| var _skTemp4: bool; |
| if _0_val == 2 { |
| let _skTemp5 = switch_with_continue_in_loop_bi(x); |
| _skTemp4 = _skTemp5; |
| } else { |
| _skTemp4 = false; |
| } |
| if _skTemp4 { |
| let _skTemp6 = loop_with_break_in_switch_bi(x); |
| _skTemp3 = _skTemp6; |
| } else { |
| _skTemp3 = false; |
| } |
| if _skTemp3 { |
| _skTemp2 = _globalUniforms.colorGreen; |
| } else { |
| _skTemp2 = _globalUniforms.colorRed; |
| } |
| return _skTemp2; |
| } |
| } |
| @fragment fn main() -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); |
| return _stageOut; |
| } |