| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| var a: i32 = 0; |
| var b: i32 = 0; |
| var c: i32 = 0; |
| var d: i32 = 0; |
| a = 1; |
| b = 2; |
| c = 5; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((a == 1 && b == 2) && c == 5) && d == 0)); |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |