struct _shade_Input { @location(0) value: f32, } struct _shade_Output { @location(0) _value: vec4, } @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(((result + total) + sum), 0.0, 0.0, 1.0); return __luma_output; }