blob: 3e8a25c7e9d53f9b90968201ecd250fef642bfd0 [file] [log] [blame]
diagnostic(off, derivative_uniformity);
diagnostic(off, chromium.unreachable_code);
struct _GlobalUniforms {
testMatrix2x2: mat2x2<f32>,
colorRed: vec4<f32>,
colorGreen: vec4<f32>,
unknownInput: f32,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn test_matrix_op_scalar_float_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn test_matrix_op_scalar_half_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn test_matrix_op_matrix_float_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn test_matrix_op_matrix_half_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn test_vector_op_matrix_float_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn test_vector_op_matrix_half_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn test_matrix_op_vector_float_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn test_matrix_op_vector_half_b() -> bool {
{
var ok: bool = true;
return ok;
}
}
fn _skslMain(coords: vec2<f32>) -> vec4<f32> {
{
var _0_ok: bool = true;
let _skTemp0 = f32(_globalUniforms.unknownInput);
let _skTemp1 = mat3x3<f32>(_skTemp0, 0.0, 0.0, 0.0, _skTemp0, 0.0, 0.0, 0.0, _skTemp0);
let _skTemp2 = mat2x2<f32>(1.0, 0.0, 0.0, 1.0);
let _skTemp3 = mat3x3<f32>(_skTemp2[0][0], _skTemp2[0][1], 0.0, _skTemp2[1][0], _skTemp2[1][1], 0.0, 0.0, 0.0, 1.0);
_0_ok = _0_ok && (all(_skTemp1[0] == _skTemp3[0]) && all(_skTemp1[1] == _skTemp3[1]) && all(_skTemp1[2] == _skTemp3[2]));
let _skTemp4 = mat3x3<f32>(9.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0, 0.0, f32(_globalUniforms.unknownInput));
let _skTemp5 = mat2x2<f32>(9.0, 0.0, 0.0, 9.0);
let _skTemp6 = mat3x3<f32>(_skTemp5[0][0], _skTemp5[0][1], 0.0, _skTemp5[1][0], _skTemp5[1][1], 0.0, 0.0, 0.0, 1.0);
_0_ok = _0_ok && (all(_skTemp4[0] == _skTemp6[0]) && all(_skTemp4[1] == _skTemp6[1]) && all(_skTemp4[2] == _skTemp6[2]));
_0_ok = _0_ok && all(vec4<f32>(_globalUniforms.testMatrix2x2[0], _globalUniforms.testMatrix2x2[1]) == vec4<f32>(1.0, 2.0, 3.0, 4.0));
{
let _skTemp7 = mat2x2<f32>(_globalUniforms.testMatrix2x2);
let _skTemp8 = mat3x3<f32>(mat3x3<f32>(_skTemp7[0][0], _skTemp7[0][1], 0.0, _skTemp7[1][0], _skTemp7[1][1], 0.0, 0.0, 0.0, 1.0));
_0_ok = _0_ok && all(mat4x4<f32>(_skTemp8[0][0], _skTemp8[0][1], _skTemp8[0][2], 0.0, _skTemp8[1][0], _skTemp8[1][1], _skTemp8[1][2], 0.0, _skTemp8[2][0], _skTemp8[2][1], _skTemp8[2][2], 0.0, 0.0, 0.0, 0.0, 1.0)[0] == vec4<f32>(1.0, 2.0, 0.0, 0.0));
let _skTemp9 = mat2x2<f32>(_globalUniforms.testMatrix2x2);
let _skTemp10 = mat3x3<f32>(mat3x3<f32>(_skTemp9[0][0], _skTemp9[0][1], 0.0, _skTemp9[1][0], _skTemp9[1][1], 0.0, 0.0, 0.0, 1.0));
_0_ok = _0_ok && all(mat4x4<f32>(_skTemp10[0][0], _skTemp10[0][1], _skTemp10[0][2], 0.0, _skTemp10[1][0], _skTemp10[1][1], _skTemp10[1][2], 0.0, _skTemp10[2][0], _skTemp10[2][1], _skTemp10[2][2], 0.0, 0.0, 0.0, 0.0, 1.0)[1] == vec4<f32>(3.0, 4.0, 0.0, 0.0));
}
var _skTemp11: vec4<f32>;
var _skTemp12: bool;
var _skTemp13: bool;
var _skTemp14: bool;
var _skTemp15: bool;
var _skTemp16: bool;
var _skTemp17: bool;
var _skTemp18: bool;
var _skTemp19: bool;
if _0_ok {
let _skTemp20 = test_matrix_op_scalar_float_b();
_skTemp19 = _skTemp20;
} else {
_skTemp19 = false;
}
if _skTemp19 {
let _skTemp21 = test_matrix_op_scalar_half_b();
_skTemp18 = _skTemp21;
} else {
_skTemp18 = false;
}
if _skTemp18 {
let _skTemp22 = test_matrix_op_matrix_float_b();
_skTemp17 = _skTemp22;
} else {
_skTemp17 = false;
}
if _skTemp17 {
let _skTemp23 = test_matrix_op_matrix_half_b();
_skTemp16 = _skTemp23;
} else {
_skTemp16 = false;
}
if _skTemp16 {
let _skTemp24 = test_vector_op_matrix_float_b();
_skTemp15 = _skTemp24;
} else {
_skTemp15 = false;
}
if _skTemp15 {
let _skTemp25 = test_vector_op_matrix_half_b();
_skTemp14 = _skTemp25;
} else {
_skTemp14 = false;
}
if _skTemp14 {
let _skTemp26 = test_matrix_op_vector_float_b();
_skTemp13 = _skTemp26;
} else {
_skTemp13 = false;
}
if _skTemp13 {
let _skTemp27 = test_matrix_op_vector_half_b();
_skTemp12 = _skTemp27;
} else {
_skTemp12 = false;
}
if _skTemp12 {
_skTemp11 = _globalUniforms.colorGreen;
} else {
_skTemp11 = _globalUniforms.colorRed;
}
return _skTemp11;
}
}
@fragment fn main(@location(0) _coords: vec2<f32>) -> @location(0) vec4<f32> {
return _skslMain(_coords);
}