| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorWhite: vec4<f32>, |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| testMatrix2x2: mat2x2<f32>, |
| testMatrix3x3: mat3x3<f32>, |
| testMatrix4x4: mat4x4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn mat2x2f32_eq_mat2x2f32(left: mat2x2<f32>, right: mat2x2<f32>) -> bool { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]); |
| } |
| fn mat3x3f32_eq_mat3x3f32(left: mat3x3<f32>, right: mat3x3<f32>) -> bool { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]) && |
| all(left[2] == right[2]); |
| } |
| fn mat4x4f32_eq_mat4x4f32(left: mat4x4<f32>, right: mat4x4<f32>) -> bool { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]) && |
| all(left[2] == right[2]) && |
| all(left[3] == right[3]); |
| } |
| fn test_iscalar_b() -> bool { |
| var x: i32 = i32(_globalUniforms.colorWhite.x); |
| x = -x; |
| return x == -1; |
| } |
| fn test_fvec_b() -> bool { |
| var x: vec2<f32> = _globalUniforms.colorWhite.xy; |
| x = -x; |
| return all(x == vec2<f32>(-1.0)); |
| } |
| fn test_ivec_b() -> bool { |
| var x: vec2<i32> = vec2<i32>(i32(_globalUniforms.colorWhite.x)); |
| x = -x; |
| return all(x == vec2<i32>(-1)); |
| } |
| fn test_mat2_b() -> bool { |
| let negated: mat2x2<f32> = mat2x2<f32>(vec2<f32>(-1.0, -2.0), vec2<f32>(-3.0, -4.0)); |
| var x: mat2x2<f32> = _globalUniforms.testMatrix2x2; |
| x = (-1.0 * x); |
| return mat2x2f32_eq_mat2x2f32(x, negated); |
| } |
| fn test_mat3_b() -> bool { |
| let negated: mat3x3<f32> = mat3x3<f32>(vec3<f32>(-1.0, -2.0, -3.0), vec3<f32>(-4.0, -5.0, -6.0), vec3<f32>(-7.0, -8.0, -9.0)); |
| var x: mat3x3<f32> = _globalUniforms.testMatrix3x3; |
| x = (-1.0 * x); |
| return mat3x3f32_eq_mat3x3f32(x, negated); |
| } |
| fn test_mat4_b() -> bool { |
| let negated: mat4x4<f32> = mat4x4<f32>(vec4<f32>(-1.0, -2.0, -3.0, -4.0), vec4<f32>(-5.0, -6.0, -7.0, -8.0), vec4<f32>(-9.0, -10.0, -11.0, -12.0), vec4<f32>(-13.0, -14.0, -15.0, -16.0)); |
| var x: mat4x4<f32> = _globalUniforms.testMatrix4x4; |
| x = (-1.0 * x); |
| return mat4x4f32_eq_mat4x4f32(x, negated); |
| } |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| var _0_x: f32 = f32(_globalUniforms.colorWhite.x); |
| _0_x = -_0_x; |
| var _skTemp0: vec4<f32>; |
| var _skTemp1: bool; |
| var _skTemp2: bool; |
| var _skTemp3: bool; |
| var _skTemp4: bool; |
| var _skTemp5: bool; |
| var _skTemp6: bool; |
| if _0_x == -1.0 { |
| _skTemp6 = test_iscalar_b(); |
| } else { |
| _skTemp6 = false; |
| } |
| if _skTemp6 { |
| _skTemp5 = test_fvec_b(); |
| } else { |
| _skTemp5 = false; |
| } |
| if _skTemp5 { |
| _skTemp4 = test_ivec_b(); |
| } else { |
| _skTemp4 = false; |
| } |
| if _skTemp4 { |
| _skTemp3 = test_mat2_b(); |
| } else { |
| _skTemp3 = false; |
| } |
| if _skTemp3 { |
| _skTemp2 = test_mat3_b(); |
| } else { |
| _skTemp2 = false; |
| } |
| if _skTemp2 { |
| _skTemp1 = test_mat4_b(); |
| } else { |
| _skTemp1 = false; |
| } |
| if _skTemp1 { |
| _skTemp0 = _globalUniforms.colorGreen; |
| } else { |
| _skTemp0 = _globalUniforms.colorRed; |
| } |
| return _skTemp0; |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |