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 blend_overlay_component_Qhh2h2(s: vec2<f32>, d: vec2<f32>) -> f32 { 12*c8dee2aaSAndroid Build Coastguard Worker { 13*c8dee2aaSAndroid Build Coastguard Worker var _skTemp0: f32; 14*c8dee2aaSAndroid Build Coastguard Worker if (2.0 * d.x) <= d.y { 15*c8dee2aaSAndroid Build Coastguard Worker _skTemp0 = (2.0 * s.x) * d.x; 16*c8dee2aaSAndroid Build Coastguard Worker } else { 17*c8dee2aaSAndroid Build Coastguard Worker _skTemp0 = s.y * d.y - (2.0 * (d.y - d.x)) * (s.y - s.x); 18*c8dee2aaSAndroid Build Coastguard Worker } 19*c8dee2aaSAndroid Build Coastguard Worker return _skTemp0; 20*c8dee2aaSAndroid Build Coastguard Worker } 21*c8dee2aaSAndroid Build Coastguard Worker} 22*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) { 23*c8dee2aaSAndroid Build Coastguard Worker { 24*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = blend_overlay_component_Qhh2h2(_globalUniforms.src.xw, _globalUniforms.dst.xw); 25*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = blend_overlay_component_Qhh2h2(_globalUniforms.src.yw, _globalUniforms.dst.yw); 26*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = blend_overlay_component_Qhh2h2(_globalUniforms.src.zw, _globalUniforms.dst.zw); 27*c8dee2aaSAndroid Build Coastguard Worker var _0_result: vec4<f32> = vec4<f32>(_skTemp1, _skTemp2, _skTemp3, _globalUniforms.src.w + (1.0 - _globalUniforms.src.w) * _globalUniforms.dst.w); 28*c8dee2aaSAndroid Build Coastguard Worker _0_result = vec4<f32>((_0_result.xyz + (_globalUniforms.dst.xyz * (1.0 - _globalUniforms.src.w) + _globalUniforms.src.xyz * (1.0 - _globalUniforms.dst.w))), _0_result.w); 29*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = _0_result; 30*c8dee2aaSAndroid Build Coastguard Worker } 31*c8dee2aaSAndroid Build Coastguard Worker} 32*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 33*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 34*c8dee2aaSAndroid Build Coastguard Worker _skslMain(&_stageOut); 35*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 36*c8dee2aaSAndroid Build Coastguard Worker} 37