blob: c0ca51eb0ea6e42fc4765cd634858972589da385 [file] [log] [blame]
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>,
testMatrix2x2: 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 mat2x3f32_eq_mat2x3f32(left: mat2x3<f32>, right: mat2x3<f32>) -> bool {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
fn mat2x3f32_from_vec4f32_vec2f32(x0: vec4<f32>, x1: vec2<f32>) -> mat2x3<f32> {
return mat2x3<f32>(vec3<f32>(x0.xyz), vec3<f32>(x0.w, x1.xy));
}
fn mat2x4f32_eq_mat2x4f32(left: mat2x4<f32>, right: mat2x4<f32>) -> bool {
return all(left[0] == right[0]) &&
all(left[1] == right[1]);
}
fn mat2x4f32_from_vec3f32_vec4f32_f32(x0: vec3<f32>, x1: vec4<f32>, x2: f32) -> mat2x4<f32> {
return mat2x4<f32>(vec4<f32>(x0.xyz, x1.x), vec4<f32>(x1.yzw, x2));
}
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 mat3x3f32_from_vec2f32_vec2f32_vec4f32_f32(x0: vec2<f32>, x1: vec2<f32>, x2: vec4<f32>, x3: f32) -> mat3x3<f32> {
return mat3x3<f32>(vec3<f32>(x0.xy, x1.x), vec3<f32>(x1.y, x2.xy), vec3<f32>(x2.zw, x3));
}
fn mat4x2f32_eq_mat4x2f32(left: mat4x2<f32>, right: mat4x2<f32>) -> bool {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
fn mat4x2f32_from_vec3f32_vec4f32_f32(x0: vec3<f32>, x1: vec4<f32>, x2: f32) -> mat4x2<f32> {
return mat4x2<f32>(vec2<f32>(x0.xy), vec2<f32>(x0.z, x1.x), vec2<f32>(x1.yz), vec2<f32>(x1.w, x2));
}
fn mat4x3f32_eq_mat4x3f32(left: mat4x3<f32>, right: mat4x3<f32>) -> bool {
return all(left[0] == right[0]) &&
all(left[1] == right[1]) &&
all(left[2] == right[2]) &&
all(left[3] == right[3]);
}
fn mat4x3f32_from_f32_vec4f32_vec4f32_vec3f32(x0: f32, x1: vec4<f32>, x2: vec4<f32>, x3: vec3<f32>) -> mat4x3<f32> {
return mat4x3<f32>(vec3<f32>(x0, x1.xy), vec3<f32>(x1.zw, x2.x), vec3<f32>(x2.yzw), vec3<f32>(x3.xyz));
}
fn main(coords: vec2<f32>) -> vec4<f32> {
var f4: vec4<f32> = vec4f32_from_mat2x2f32(_globalUniforms.testMatrix2x2);
var ok: bool = mat2x3f32_eq_mat2x3f32(mat2x3f32_from_vec4f32_vec2f32(f4, f4.xy), mat2x3<f32>(vec3<f32>(1.0, 2.0, 3.0), vec3<f32>(4.0, 1.0, 2.0)));
ok = ok && mat2x4f32_eq_mat2x4f32(mat2x4f32_from_vec3f32_vec4f32_f32(f4.xyz, f4.wxyz, f4.w), mat2x4<f32>(vec4<f32>(1.0, 2.0, 3.0, 4.0), vec4<f32>(1.0, 2.0, 3.0, 4.0)));
ok = ok && mat3x3f32_eq_mat3x3f32(mat3x3f32_from_vec2f32_vec2f32_vec4f32_f32(f4.xy, f4.zw, f4, f4.x), mat3x3<f32>(vec3<f32>(1.0, 2.0, 3.0), vec3<f32>(4.0, 1.0, 2.0), vec3<f32>(3.0, 4.0, 1.0)));
ok = ok && mat4x2f32_eq_mat4x2f32(mat4x2f32_from_vec3f32_vec4f32_f32(f4.xyz, f4.wxyz, f4.w), mat4x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0), vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)));
ok = ok && mat4x3f32_eq_mat4x3f32(mat4x3f32_from_f32_vec4f32_vec4f32_vec3f32(f4.x, f4.yzwx, f4.yzwx, f4.yzw), mat4x3<f32>(vec3<f32>(1.0, 2.0, 3.0), vec3<f32>(4.0, 1.0, 2.0), vec3<f32>(3.0, 4.0, 1.0), vec3<f32>(2.0, 3.0, 4.0)));
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok));
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}