| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| f: mat2x2<f32>, |
| h: mat2x2<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn vec4f32_from_mat2x2f32(x: mat2x2<f32>) -> vec4<f32> { |
| return vec4<f32>(x[0].xy, x[1].xy); |
| } |
| fn main(_stageOut: ptr<function, FSOut>) { |
| (*_stageOut).sk_FragColor = (vec4f32_from_mat2x2f32(_globalUniforms.h) + vec4<f32>(vec4f32_from_mat2x2f32(_globalUniforms.f))) + vec4<f32>(vec4<f32>(vec4f32_from_mat2x2f32(_globalUniforms.h)) + vec4f32_from_mat2x2f32(_globalUniforms.f)); |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| main(&_stageOut); |
| return _stageOut; |
| } |