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 zero3 = vec3(0.0, 0.0, 0.0); let one4 = vec4(1.0, 1.0, 1.0, 1.0); let half2 = vec2(0.5, 0.5); let full = vec3(1.0, 2.0, 3.0); let x = input.value; let splatted = vec4(x, x, x, x); __luma_output._value = vec4(((((zero3.x + one4.x) + half2.x) + full.x) + splatted.x), 0.0, 0.0, 1.0); return __luma_output; }