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 N: vec4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker I: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker NRef: vec4<f32>, 10*c8dee2aaSAndroid Build Coastguard Worker colorGreen: vec4<f32>, 11*c8dee2aaSAndroid Build Coastguard Worker colorRed: vec4<f32>, 12*c8dee2aaSAndroid Build Coastguard Worker}; 13*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 14*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(xy: vec2<f32>) -> vec4<f32> { 15*c8dee2aaSAndroid Build Coastguard Worker { 16*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = 1e+30; 17*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = select(-1.0, 1.0, _skTemp0 * 1e+30 < 0); 18*c8dee2aaSAndroid Build Coastguard Worker let huge: f32 = f32(_skTemp1); 19*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = vec2<f32>(1.0); 20*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = faceForward(_skTemp2, vec2<f32>(1e+30), vec2<f32>(1e+30)); 21*c8dee2aaSAndroid Build Coastguard Worker let huge2: vec2<f32> = _skTemp3; 22*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = vec3<f32>(1.0); 23*c8dee2aaSAndroid Build Coastguard Worker let _skTemp5 = faceForward(_skTemp4, vec3<f32>(1e+30), vec3<f32>(1e+30)); 24*c8dee2aaSAndroid Build Coastguard Worker let huge3: vec3<f32> = _skTemp5; 25*c8dee2aaSAndroid Build Coastguard Worker let _skTemp6 = vec4<f32>(1.0); 26*c8dee2aaSAndroid Build Coastguard Worker let _skTemp7 = faceForward(_skTemp6, vec4<f32>(1e+30), vec4<f32>(1e+30)); 27*c8dee2aaSAndroid Build Coastguard Worker let huge4: vec4<f32> = _skTemp7; 28*c8dee2aaSAndroid Build Coastguard Worker var expectedPos: vec4<f32> = vec4<f32>(vec4<f32>(huge) + huge2.xxxx); 29*c8dee2aaSAndroid Build Coastguard Worker var expectedNeg: vec4<f32> = vec4<f32>(huge3.xxxx + huge4.xxxx); 30*c8dee2aaSAndroid Build Coastguard Worker expectedPos = vec4<f32>(1.0, 2.0, 3.0, 4.0); 31*c8dee2aaSAndroid Build Coastguard Worker expectedNeg = vec4<f32>(-1.0, -2.0, -3.0, -4.0); 32*c8dee2aaSAndroid Build Coastguard Worker let _skTemp8 = _globalUniforms.N.x; 33*c8dee2aaSAndroid Build Coastguard Worker let _skTemp9 = select(-_skTemp8, _skTemp8, _globalUniforms.I.x * _globalUniforms.NRef.x < 0); 34*c8dee2aaSAndroid Build Coastguard Worker let _skTemp10 = faceForward(_globalUniforms.N.xy, _globalUniforms.I.xy, _globalUniforms.NRef.xy); 35*c8dee2aaSAndroid Build Coastguard Worker let _skTemp11 = faceForward(_globalUniforms.N.xyz, _globalUniforms.I.xyz, _globalUniforms.NRef.xyz); 36*c8dee2aaSAndroid Build Coastguard Worker let _skTemp12 = faceForward(_globalUniforms.N, _globalUniforms.I, _globalUniforms.NRef); 37*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((_skTemp9 == expectedNeg.x) && all(_skTemp10 == expectedNeg.xy)) && all(_skTemp11 == expectedPos.xyz)) && all(_skTemp12 == expectedPos)) && (-1.0 == expectedNeg.x)) && all(vec2<f32>(-1.0, -2.0) == expectedNeg.xy)) && all(vec3<f32>(1.0, 2.0, 3.0) == expectedPos.xyz)) && all(vec4<f32>(1.0, 2.0, 3.0, 4.0) == expectedPos))); 38*c8dee2aaSAndroid Build Coastguard Worker } 39*c8dee2aaSAndroid Build Coastguard Worker} 40*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 41*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 42*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 43*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 44*c8dee2aaSAndroid Build Coastguard Worker} 45