| diagnostic(off, derivative_uniformity); |
| diagnostic(off, chromium.unreachable_code); |
| enable f16; |
| struct _GlobalUniforms { |
| colorRed: vec4<f16>, |
| colorGreen: vec4<f16>, |
| }; |
| @group(0) @binding(0) var<uniform> _globalUniforms : _GlobalUniforms; |
| const kZero: f32 = 0.0; |
| fn return_loop_ff(five: f32) -> f32 { |
| { |
| { |
| var i: f32 = kZero; |
| for (; i < 10.0; i = i + f32(1)) { |
| { |
| if i == five { |
| { |
| return i; |
| } |
| } |
| } |
| } |
| } |
| return 0.0; |
| } |
| } |
| const kTen: f32 = 10.0; |
| fn continue_loop_ff(five: f32) -> f32 { |
| { |
| var sum: f32 = 0.0; |
| { |
| var i: f32 = 0.0; |
| for (; i < kTen; i = i + f32(1)) { |
| { |
| if i < five { |
| { |
| continue; |
| } |
| } |
| sum = sum + i; |
| } |
| } |
| } |
| return sum; |
| } |
| } |
| fn break_loop_ff(five: f32) -> f32 { |
| { |
| var sum: f32 = 0.0; |
| const kOne: f32 = 1.0; |
| { |
| var i: f32 = 0.0; |
| for (; i < 10.0; i = i + kOne) { |
| { |
| if i > five { |
| { |
| break; |
| } |
| } |
| sum = sum + i; |
| } |
| } |
| } |
| return sum; |
| } |
| } |
| fn float_loop_f() -> f32 { |
| { |
| var sum: f32 = 0.0; |
| { |
| var i: f32 = 0.123; |
| for (; i < 0.6; i = i + 0.111) { |
| { |
| sum = sum + i; |
| } |
| } |
| } |
| return sum - 1.725; |
| } |
| } |
| fn loop_operator_le_b() -> bool { |
| { |
| var result: vec4<f32> = vec4<f32>(9.0); |
| { |
| var i: f32 = 1.0; |
| for (; i <= 3.0; i = i + f32(1)) { |
| { |
| result = vec4<f32>(result.yzw, i); |
| } |
| } |
| } |
| return all(result == vec4<f32>(9.0, 1.0, 2.0, 3.0)); |
| } |
| } |
| fn loop_operator_lt_b() -> bool { |
| { |
| var result: vec4<f32> = vec4<f32>(9.0); |
| { |
| var i: f32 = 1.0; |
| for (; i < 4.0; i = i + f32(1)) { |
| { |
| result = vec4<f32>(result.yzw, i); |
| } |
| } |
| } |
| return all(result == vec4<f32>(9.0, 1.0, 2.0, 3.0)); |
| } |
| } |
| fn loop_operator_ge_b() -> bool { |
| { |
| var result: vec4<f32> = vec4<f32>(9.0); |
| { |
| var i: f32 = 3.0; |
| for (; i >= 1.0; i = i - f32(1)) { |
| { |
| result = vec4<f32>(result.yzw, i); |
| } |
| } |
| } |
| return all(result == vec4<f32>(9.0, 3.0, 2.0, 1.0)); |
| } |
| } |
| fn loop_operator_gt_b() -> bool { |
| { |
| var result: vec4<f32> = vec4<f32>(9.0); |
| { |
| var i: f32 = 3.0; |
| for (; i > 0.0; i = i - f32(1)) { |
| { |
| result = vec4<f32>(result.yzw, i); |
| } |
| } |
| } |
| return all(result == vec4<f32>(9.0, 3.0, 2.0, 1.0)); |
| } |
| } |
| fn loop_operator_ne_b() -> bool { |
| { |
| var result: vec4<f32> = vec4<f32>(9.0); |
| { |
| var i: f32 = 1.0; |
| for (; i < 4.0; i = i + f32(1)) { |
| { |
| result = vec4<f32>(result.yzw, i); |
| } |
| } |
| } |
| return all(result == vec4<f32>(9.0, 1.0, 2.0, 3.0)); |
| } |
| } |
| fn loop_operator_eq_b() -> bool { |
| { |
| var result: vec4<f32> = vec4<f32>(9.0); |
| { |
| var i: f32 = 1.0; |
| for (; i == 1.0; i = i + f32(1)) { |
| { |
| result = vec4<f32>(result.yzw, i); |
| } |
| } |
| } |
| return all(result == vec4<f32>(9.0, 9.0, 9.0, 1.0)); |
| } |
| } |
| fn _skslMain(pos: vec2<f32>) -> vec4<f16> { |
| { |
| let five: f32 = clamp(pos.x, f32(_globalUniforms.colorGreen.y), f32(_globalUniforms.colorGreen.w)) * 5.0; |
| var _skTemp0: vec4<f16>; |
| var _skTemp1: bool; |
| var _skTemp2: bool; |
| var _skTemp3: bool; |
| var _skTemp4: bool; |
| var _skTemp5: bool; |
| var _skTemp6: bool; |
| var _skTemp7: bool; |
| var _skTemp8: bool; |
| var _skTemp9: bool; |
| if return_loop_ff(five) == 5.0 { |
| _skTemp9 = (continue_loop_ff(five) == 35.0); |
| } else { |
| _skTemp9 = false; |
| } |
| if _skTemp9 { |
| _skTemp8 = (break_loop_ff(five) == 15.0); |
| } else { |
| _skTemp8 = false; |
| } |
| if _skTemp8 { |
| _skTemp7 = abs(float_loop_f()) < 0.025; |
| } else { |
| _skTemp7 = false; |
| } |
| if _skTemp7 { |
| _skTemp6 = loop_operator_le_b(); |
| } else { |
| _skTemp6 = false; |
| } |
| if _skTemp6 { |
| _skTemp5 = loop_operator_lt_b(); |
| } else { |
| _skTemp5 = false; |
| } |
| if _skTemp5 { |
| _skTemp4 = loop_operator_ge_b(); |
| } else { |
| _skTemp4 = false; |
| } |
| if _skTemp4 { |
| _skTemp3 = loop_operator_gt_b(); |
| } else { |
| _skTemp3 = false; |
| } |
| if _skTemp3 { |
| _skTemp2 = loop_operator_eq_b(); |
| } else { |
| _skTemp2 = false; |
| } |
| if _skTemp2 { |
| _skTemp1 = loop_operator_ne_b(); |
| } else { |
| _skTemp1 = false; |
| } |
| if _skTemp1 { |
| _skTemp0 = _globalUniforms.colorGreen; |
| } else { |
| _skTemp0 = _globalUniforms.colorRed; |
| } |
| return _skTemp0; |
| } |
| } |
| @fragment fn main(@location(0) _coords: vec2<f32>) -> @location(0) vec4<f16> { |
| return _skslMain(_coords); |
| } |