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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 zero3 = vec3<f32>(0.0, 0.0, 0.0);
let one4 = vec4<f32>(1.0, 1.0, 1.0, 1.0);
let half2 = vec2<f32>(0.5, 0.5);
let full = vec3<f32>(1.0, 2.0, 3.0);
let x = input.value;
let splatted = vec4<f32>(x, x, x, x);
__luma_output._value = vec4<f32>(((((zero3.x + one4.x) + half2.x) + full.x) + splatted.x), 0.0, 0.0, 1.0);
return __luma_output;
}