1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity); 2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code); 3*c8dee2aaSAndroid Build Coastguard Workerstruct FSOut { 4*c8dee2aaSAndroid Build Coastguard Worker @location(0) sk_FragColor: vec4<f32>, 5*c8dee2aaSAndroid Build Coastguard Worker}; 6*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms { 7*c8dee2aaSAndroid Build Coastguard Worker src: vec4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker dst: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker}; 10*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 11*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) { 12*c8dee2aaSAndroid Build Coastguard Worker { 13*c8dee2aaSAndroid Build Coastguard Worker var _0_result: vec4<f32> = _globalUniforms.src + (1.0 - _globalUniforms.src.w) * _globalUniforms.dst; 14*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = max(_0_result.xyz, (1.0 - _globalUniforms.dst.w) * _globalUniforms.src.xyz + _globalUniforms.dst.xyz); 15*c8dee2aaSAndroid Build Coastguard Worker _0_result = vec4<f32>((_skTemp0), _0_result.w); 16*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = _0_result; 17*c8dee2aaSAndroid Build Coastguard Worker } 18*c8dee2aaSAndroid Build Coastguard Worker} 19*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 20*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 21*c8dee2aaSAndroid Build Coastguard Worker _skslMain(&_stageOut); 22*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 23*c8dee2aaSAndroid Build Coastguard Worker} 24