| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| h: f32, |
| f: f32, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn mat2x2f32_diagonal(x: f32) -> mat2x2<f32> { |
| return mat2x2<f32>(x, 0.0, 0.0, x); |
| } |
| 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 main() -> vec4<f32> { |
| var ok: bool = true; |
| ok = ok && all(mat2x2f32_diagonal(2.0) * vec2<f32>(_globalUniforms.f) == vec2<f32>(2.0 * _globalUniforms.f)); |
| ok = ok && all(mat4x4f32_diagonal(2.0) * vec4<f32>(_globalUniforms.h) == vec4<f32>(2.0 * _globalUniforms.h)); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok)); |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(); |
| return _stageOut; |
| } |