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struct _shade_Input {
@location(0) value: f32,
}
struct _shade_Output {
@location(0) _value: vec4<f32>,
}
@fragment
fn shade(input: _shade_Input) -> _shade_Output {
var __luma_output: _shade_Output;
let result = 0.0;
for (var i = 0; i <= 10; i++) {
if (((i % 2) == 0)) {
continue;
}
result = (result + f32(i));
}
let total = 0.0;
for (var j = 0; j <= 100; j++) {
if ((j > 5)) {
break;
}
total = (total + 1.0);
}
let k = 0;
while ((k < 100)) {
if ((k > 10)) {
break;
}
k = (k + 1);
}
let sum = 0.0;
let m = 0;
while ((m < 10)) {
m = (m + 1);
if ((m == 5)) {
continue;
}
sum = (sum + 1.0);
}
__luma_output._value = vec4<f32>(((result + total) + sum), 0.0, 0.0, 1.0);
return __luma_output;
}