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 colorGreen: vec4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker colorRed: 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(coords: vec2<f32>) -> vec4<f32> { 12*c8dee2aaSAndroid Build Coastguard Worker { 13*c8dee2aaSAndroid Build Coastguard Worker let inputVal: vec4<bool> = vec4<bool>(_globalUniforms.colorGreen.xxyz); 14*c8dee2aaSAndroid Build Coastguard Worker let expected: vec4<bool> = vec4<bool>(_globalUniforms.colorGreen.xyyw); 15*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = any(inputVal.xy); 16*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = any(inputVal.xyz); 17*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = any(inputVal); 18*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((_skTemp0 == expected.x) && (_skTemp1 == expected.y)) && (_skTemp2 == expected.z)) && (false == expected.x)) && expected.y) && expected.z)); 19*c8dee2aaSAndroid Build Coastguard Worker } 20*c8dee2aaSAndroid Build Coastguard Worker} 21*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 22*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 23*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 24*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 25*c8dee2aaSAndroid Build Coastguard Worker} 26