| diagnostic(off, derivative_uniformity); |
| diagnostic(off, chromium.unreachable_code); |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorXform: mat4x4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| @group(0) @binding(10000) var s_Sampler: sampler; |
| @group(0) @binding(10001) var s_Texture: texture_2d<f32>; |
| fn _skslMain(_stageOut: ptr<function, FSOut>) { |
| { |
| var tmpColor: vec4<f32>; |
| tmpColor = vec4<f32>(textureSample(s_Texture, s_Sampler, vec2<f32>(1.0))); |
| var _skTemp2: vec4<f32>; |
| const _skTemp3 = mat4x4<f32>(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); |
| if (any(_globalUniforms.colorXform[0] != _skTemp3[0]) || any(_globalUniforms.colorXform[1] != _skTemp3[1]) || any(_globalUniforms.colorXform[2] != _skTemp3[2]) || any(_globalUniforms.colorXform[3] != _skTemp3[3])) { |
| let _skTemp4 = clamp((_globalUniforms.colorXform * vec4<f32>(tmpColor.xyz, 1.0)).xyz, vec3<f32>(0.0), vec3<f32>(tmpColor.w)); |
| _skTemp2 = vec4<f32>(_skTemp4, tmpColor.w); |
| } else { |
| _skTemp2 = tmpColor; |
| } |
| (*_stageOut).sk_FragColor = vec4<f32>(_skTemp2); |
| } |
| } |
| @fragment fn main() -> FSOut { |
| var _stageOut: FSOut; |
| _skslMain(&_stageOut); |
| return _stageOut; |
| } |