| 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 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(c: vec2<f32>) -> vec4<f32> { |
| var ok: bool = true; |
| ok = ok && !(_globalUniforms.colorGreen.x == 1.0); |
| var val: u32 = u32(_globalUniforms.colorGreen.x); |
| var mask: vec2<u32> = vec2<u32>(val, ~val); |
| var imask: vec2<i32> = vec2<i32>(~mask); |
| mask = ~mask & vec2<u32>(~imask); |
| ok = ok && all(mask == vec2<u32>(0u)); |
| var one: f32 = _globalUniforms.colorGreen.x; |
| var m: mat4x4<f32> = mat4x4f32_diagonal(one); |
| return select(_globalUniforms.colorRed, (-1.0 * m) * -_globalUniforms.colorGreen, vec4<bool>(ok)); |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |