| diagnostic(off, derivative_uniformity); |
| diagnostic(off, chromium.unreachable_code); |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| f1: f32, |
| f2: f32, |
| f3: f32, |
| h1: f32, |
| h2: f32, |
| h3: f32, |
| v1: vec2<f32>, |
| v2: vec2<f32>, |
| v3: vec2<f32>, |
| hv1: vec2<f32>, |
| hv2: vec2<f32>, |
| hv3: vec2<f32>, |
| m1: mat2x2<f32>, |
| m2: mat2x2<f32>, |
| m3: mat2x2<f32>, |
| hm1: mat2x2<f32>, |
| hm2: mat2x2<f32>, |
| hm3: mat2x2<f32>, |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn _skslMain() -> vec4<f32> { |
| { |
| var ok: bool = true; |
| ok = ok && (_globalUniforms.f1 == _globalUniforms.f2); |
| ok = ok && (_globalUniforms.h1 == _globalUniforms.h2); |
| ok = ok && (_globalUniforms.f1 == f32(_globalUniforms.h2)); |
| ok = ok && (f32(_globalUniforms.h1) == _globalUniforms.f2); |
| ok = ok && (_globalUniforms.f1 != _globalUniforms.f3); |
| ok = ok && (_globalUniforms.h1 != _globalUniforms.h3); |
| ok = ok && (_globalUniforms.f1 != f32(_globalUniforms.h3)); |
| ok = ok && (f32(_globalUniforms.h1) != _globalUniforms.f3); |
| ok = ok && all(_globalUniforms.v1 == _globalUniforms.v2); |
| ok = ok && all(_globalUniforms.hv1 == _globalUniforms.hv2); |
| ok = ok && all(_globalUniforms.v1 == vec2<f32>(_globalUniforms.hv2)); |
| ok = ok && all(vec2<f32>(_globalUniforms.hv1) == _globalUniforms.v2); |
| ok = ok && any(_globalUniforms.v1 != _globalUniforms.v3); |
| ok = ok && any(_globalUniforms.hv1 != _globalUniforms.hv3); |
| ok = ok && any(_globalUniforms.v1 != vec2<f32>(_globalUniforms.hv3)); |
| ok = ok && any(vec2<f32>(_globalUniforms.hv1) != _globalUniforms.v3); |
| ok = ok && (all(_globalUniforms.m1[0] == _globalUniforms.m2[0]) && all(_globalUniforms.m1[1] == _globalUniforms.m2[1])); |
| ok = ok && (all(_globalUniforms.hm1[0] == _globalUniforms.hm2[0]) && all(_globalUniforms.hm1[1] == _globalUniforms.hm2[1])); |
| let _skTemp0 = mat2x2<f32>(_globalUniforms.hm2); |
| ok = ok && (all(_globalUniforms.m1[0] == _skTemp0[0]) && all(_globalUniforms.m1[1] == _skTemp0[1])); |
| let _skTemp1 = mat2x2<f32>(_globalUniforms.hm1); |
| ok = ok && (all(_skTemp1[0] == _globalUniforms.m2[0]) && all(_skTemp1[1] == _globalUniforms.m2[1])); |
| ok = ok && (any(_globalUniforms.m1[0] != _globalUniforms.m3[0]) || any(_globalUniforms.m1[1] != _globalUniforms.m3[1])); |
| ok = ok && (any(_globalUniforms.hm1[0] != _globalUniforms.hm3[0]) || any(_globalUniforms.hm1[1] != _globalUniforms.hm3[1])); |
| let _skTemp2 = mat2x2<f32>(_globalUniforms.hm3); |
| ok = ok && (any(_globalUniforms.m1[0] != _skTemp2[0]) || any(_globalUniforms.m1[1] != _skTemp2[1])); |
| let _skTemp3 = mat2x2<f32>(_globalUniforms.hm1); |
| ok = ok && (any(_skTemp3[0] != _globalUniforms.m3[0]) || any(_skTemp3[1] != _globalUniforms.m3[1])); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok)); |
| } |
| } |
| @fragment fn main() -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = _skslMain(); |
| return _stageOut; |
| } |