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struct _shade_Input {
float4 _sv_position : SV_Position;
float value : TEXCOORD0;
};
struct _shade_Output {
float4 _value : SV_Target0;
};
_shade_Output shade(_shade_Input input) {
_shade_Output __luma_output;
float result = 0.0;
for (int i = 0; i <= 10; i++) {
if (((i % 2) == 0)) {
continue;
}
result = (result + (float)i);
}
float total = 0.0;
for (int j = 0; j <= 100; j++) {
if ((j > 5)) {
break;
}
total = (total + 1.0);
}
int k = 0;
while ((k < 100)) {
if ((k > 10)) {
break;
}
k = (k + 1);
}
float sum = 0.0;
int m = 0;
while ((m < 10)) {
m = (m + 1);
if ((m == 5)) {
continue;
}
sum = (sum + 1.0);
}
__luma_output._value = float4(((result + total) + sum), 0.0, 0.0, 1.0);
return __luma_output;
}