| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorWhite: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn IsEqual_bh4h4(x: vec4<f32>, y: vec4<f32>) -> bool { |
| return all(x == y); |
| } |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| var colorBlue: vec4<f32> = vec4<f32>(0.0, 0.0, _globalUniforms.colorWhite.zw); |
| var colorGreen: vec4<f32> = vec4<f32>(0.0, _globalUniforms.colorWhite.y, 0.0, _globalUniforms.colorWhite.w); |
| var colorRed: vec4<f32> = vec4<f32>(_globalUniforms.colorWhite.x, 0.0, 0.0, _globalUniforms.colorWhite.w); |
| var _skTemp0: vec4<f32>; |
| if !IsEqual_bh4h4(_globalUniforms.colorWhite, colorBlue) { |
| var _skTemp1: vec4<f32>; |
| if IsEqual_bh4h4(colorGreen, colorRed) { |
| _skTemp1 = colorRed; |
| } else { |
| _skTemp1 = colorGreen; |
| } |
| _skTemp0 = _skTemp1; |
| } else { |
| var _skTemp2: vec4<f32>; |
| if !IsEqual_bh4h4(colorRed, colorGreen) { |
| _skTemp2 = colorBlue; |
| } else { |
| _skTemp2 = _globalUniforms.colorWhite; |
| } |
| _skTemp0 = _skTemp2; |
| } |
| var result: vec4<f32> = _skTemp0; |
| var _skTemp3: vec4<f32>; |
| if IsEqual_bh4h4(colorRed, colorBlue) { |
| _skTemp3 = _globalUniforms.colorWhite; |
| } else { |
| var _skTemp4: vec4<f32>; |
| if !IsEqual_bh4h4(colorRed, colorGreen) { |
| _skTemp4 = result; |
| } else { |
| var _skTemp5: vec4<f32>; |
| if IsEqual_bh4h4(colorRed, _globalUniforms.colorWhite) { |
| _skTemp5 = colorBlue; |
| } else { |
| _skTemp5 = colorRed; |
| } |
| _skTemp4 = _skTemp5; |
| } |
| _skTemp3 = _skTemp4; |
| } |
| return _skTemp3; |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |