| 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 mat2x2f32_eq_mat2x2f32(left: mat2x2<f32>, right: mat2x2<f32>) -> bool { |
| return all(left[0] == right[0]) && |
| all(left[1] == right[1]); |
| } |
| fn mat2x2f32_diagonal(x: f32) -> mat2x2<f32> { |
| return mat2x2<f32>(x, 0.0, 0.0, x); |
| } |
| fn mat3x3f32_diagonal(x: f32) -> mat3x3<f32> { |
| return mat3x3<f32>(x, 0.0, 0.0, 0.0, x, 0.0, 0.0, 0.0, x); |
| } |
| 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_diagonal(x: f32) -> mat4x4<f32> { |
| return mat4x4<f32>(x, 0.0, 0.0, 0.0, 0.0, x, 0.0, 0.0, 0.0, 0.0, x, 0.0, 0.0, 0.0, 0.0, x); |
| } |
| 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_half_b() -> bool { |
| var ok: bool = true; |
| var m1: mat2x2<f32> = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)); |
| ok = ok && mat2x2f32_eq_mat2x2f32(m1, mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0))); |
| var m3: mat2x2<f32> = m1; |
| ok = ok && mat2x2f32_eq_mat2x2f32(m3, mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0))); |
| var m4: mat2x2<f32> = mat2x2f32_diagonal(6.0); |
| ok = ok && mat2x2f32_eq_mat2x2f32(m4, mat2x2<f32>(vec2<f32>(6.0, 0.0), vec2<f32>(0.0, 6.0))); |
| m3 *= m4; |
| ok = ok && mat2x2f32_eq_mat2x2f32(m3, mat2x2<f32>(vec2<f32>(6.0, 12.0), vec2<f32>(18.0, 24.0))); |
| var m5: mat2x2<f32> = mat2x2f32_diagonal(m1[1].y); |
| ok = ok && mat2x2f32_eq_mat2x2f32(m5, mat2x2<f32>(vec2<f32>(4.0, 0.0), vec2<f32>(0.0, 4.0))); |
| m1 += m5; |
| ok = ok && mat2x2f32_eq_mat2x2f32(m1, mat2x2<f32>(vec2<f32>(5.0, 2.0), vec2<f32>(3.0, 8.0))); |
| var m7: mat2x2<f32> = mat2x2<f32>(vec2<f32>(5.0, 6.0), vec2<f32>(7.0, 8.0)); |
| ok = ok && mat2x2f32_eq_mat2x2f32(m7, mat2x2<f32>(vec2<f32>(5.0, 6.0), vec2<f32>(7.0, 8.0))); |
| var m9: mat3x3<f32> = mat3x3f32_diagonal(9.0); |
| ok = ok && mat3x3f32_eq_mat3x3f32(m9, mat3x3<f32>(vec3<f32>(9.0, 0.0, 0.0), vec3<f32>(0.0, 9.0, 0.0), vec3<f32>(0.0, 0.0, 9.0))); |
| var m10: mat4x4<f32> = mat4x4f32_diagonal(11.0); |
| ok = ok && mat4x4f32_eq_mat4x4f32(m10, mat4x4<f32>(vec4<f32>(11.0, 0.0, 0.0, 0.0), vec4<f32>(0.0, 11.0, 0.0, 0.0), vec4<f32>(0.0, 0.0, 11.0, 0.0), vec4<f32>(0.0, 0.0, 0.0, 11.0))); |
| var m11: mat4x4<f32> = mat4x4<f32>(vec4<f32>(20.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 20.0)); |
| m11 -= m10; |
| ok = ok && mat4x4f32_eq_mat4x4f32(m11, mat4x4<f32>(vec4<f32>(9.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 9.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 9.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 9.0))); |
| return ok; |
| } |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| var _0_ok: bool = true; |
| var _1_m1: mat2x2<f32> = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)); |
| _0_ok = _0_ok && mat2x2f32_eq_mat2x2f32(_1_m1, mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0))); |
| var _2_m3: mat2x2<f32> = _1_m1; |
| _0_ok = _0_ok && mat2x2f32_eq_mat2x2f32(_2_m3, mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0))); |
| let _3_m4: mat2x2<f32> = mat2x2f32_diagonal(6.0); |
| _2_m3 *= _3_m4; |
| _0_ok = _0_ok && mat2x2f32_eq_mat2x2f32(_2_m3, mat2x2<f32>(vec2<f32>(6.0, 12.0), vec2<f32>(18.0, 24.0))); |
| var _4_m5: mat2x2<f32> = mat2x2f32_diagonal(_1_m1[1].y); |
| _0_ok = _0_ok && mat2x2f32_eq_mat2x2f32(_4_m5, mat2x2<f32>(vec2<f32>(4.0, 0.0), vec2<f32>(0.0, 4.0))); |
| _1_m1 += _4_m5; |
| _0_ok = _0_ok && mat2x2f32_eq_mat2x2f32(_1_m1, mat2x2<f32>(vec2<f32>(5.0, 2.0), vec2<f32>(3.0, 8.0))); |
| let _7_m10: mat4x4<f32> = mat4x4f32_diagonal(11.0); |
| var _8_m11: mat4x4<f32> = mat4x4<f32>(vec4<f32>(20.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 20.0)); |
| _8_m11 -= _7_m10; |
| _0_ok = _0_ok && mat4x4f32_eq_mat4x4f32(_8_m11, mat4x4<f32>(vec4<f32>(9.0, 20.0, 20.0, 20.0), vec4<f32>(20.0, 9.0, 20.0, 20.0), vec4<f32>(20.0, 20.0, 9.0, 20.0), vec4<f32>(20.0, 20.0, 20.0, 9.0))); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(_0_ok && test_half_b())); |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |