blob: 3c9c402794eb82281382435352663f30df0e25f9 [file] [log] [blame]
diagnostic(off, derivative_uniformity);
diagnostic(off, chromium.unreachable_code);
struct FSOut {
@location(0) sk_FragColor: vec4<f32>,
};
struct _GlobalUniforms {
testInputs: vec4<f32>,
colorGreen: vec4<f32>,
colorRed: vec4<f32>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn _skslMain(coords: vec2<f32>) -> vec4<f32> {
{
var v: vec4<f32> = _globalUniforms.testInputs;
v = vec4<f32>(v.x, 1.0, 1.0, 1.0);
v = vec4<f32>(v.xy, 1.0, 1.0);
v = vec4<f32>(v.x, 1.0, 1.0, 1.0);
v = vec4<f32>(0.0, v.y, 1.0, 1.0);
v = vec4<f32>(v.xyz, 1.0);
v = vec4<f32>(v.xy, 1.0, 1.0);
v = vec4<f32>(v.x, 0.0, v.z, 1.0);
v = vec4<f32>(v.x, 1.0, 0.0, 1.0);
v = vec4<f32>(1.0, v.yz, 1.0);
v = vec4<f32>(0.0, v.y, 1.0, 1.0);
v = vec4<f32>(1.0, 1.0, v.z, 1.0);
v = vec4<f32>(v.xyz, 1.0);
v = vec4<f32>(v.xy, 0.0, v.w);
v = vec4<f32>(v.xy, 1.0, 0.0);
v = vec4<f32>(v.x, 1.0, v.zw);
v = vec4<f32>(v.x, 0.0, v.z, 1.0);
v = vec4<f32>(v.x, 1.0, 1.0, v.w);
v = vec4<f32>(v.x, 1.0, 0.0, 1.0);
v = vec4<f32>(1.0, v.yzw);
v = vec4<f32>(0.0, v.yz, 1.0);
v = vec4<f32>(0.0, v.y, 1.0, v.w);
v = vec4<f32>(1.0, v.y, 1.0, 1.0);
v = vec4<f32>(0.0, 0.0, v.zw);
v = vec4<f32>(0.0, 0.0, v.z, 1.0);
v = vec4<f32>(0.0, 1.0, 1.0, v.w);
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(all(v == vec4<f32>(0.0, 1.0, 1.0, 1.0))));
}
}
@fragment fn main() -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
return _stageOut;
}