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 checkIntrinsicAsFunctionArg_bf3i3(f3: vec3<f32>, e3: vec3<i32>) -> bool { 12*c8dee2aaSAndroid Build Coastguard Worker { 13*c8dee2aaSAndroid Build Coastguard Worker return all(f3 == vec3<f32>(0.75)) && all(e3 == vec3<i32>(3)); 14*c8dee2aaSAndroid Build Coastguard Worker } 15*c8dee2aaSAndroid Build Coastguard Worker} 16*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> { 17*c8dee2aaSAndroid Build Coastguard Worker { 18*c8dee2aaSAndroid Build Coastguard Worker let value: vec4<f32> = vec4<f32>(_globalUniforms.colorGreen.yyyy * 6.0); 19*c8dee2aaSAndroid Build Coastguard Worker var _0_exp: vec4<i32>; 20*c8dee2aaSAndroid Build Coastguard Worker var result: vec4<f32>; 21*c8dee2aaSAndroid Build Coastguard Worker var ok: vec4<bool>; 22*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = frexp(value.x); 23*c8dee2aaSAndroid Build Coastguard Worker _0_exp.x = _skTemp0.exp; 24*c8dee2aaSAndroid Build Coastguard Worker result.x = _skTemp0.fract; 25*c8dee2aaSAndroid Build Coastguard Worker ok.x = (result.x == 0.75) && (_0_exp.x == 3); 26*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = frexp(value.xy); 27*c8dee2aaSAndroid Build Coastguard Worker _0_exp = vec4<i32>((_skTemp1.exp), _0_exp.zw); 28*c8dee2aaSAndroid Build Coastguard Worker result = vec4<f32>((_skTemp1.fract), result.zw); 29*c8dee2aaSAndroid Build Coastguard Worker ok.y = (result.y == 0.75) && (_0_exp.y == 3); 30*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = frexp(value.xyz); 31*c8dee2aaSAndroid Build Coastguard Worker _0_exp = vec4<i32>((_skTemp2.exp), _0_exp.w); 32*c8dee2aaSAndroid Build Coastguard Worker result = vec4<f32>((_skTemp2.fract), result.w); 33*c8dee2aaSAndroid Build Coastguard Worker ok.z = (result.z == 0.75) && (_0_exp.z == 3); 34*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = frexp(value); 35*c8dee2aaSAndroid Build Coastguard Worker _0_exp = _skTemp3.exp; 36*c8dee2aaSAndroid Build Coastguard Worker result = _skTemp3.fract; 37*c8dee2aaSAndroid Build Coastguard Worker ok.w = (result.w == 0.75) && (_0_exp.w == 3); 38*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = frexp(value.wzy); 39*c8dee2aaSAndroid Build Coastguard Worker _0_exp = vec4<i32>((_skTemp4.exp), _0_exp.y).ywxz; 40*c8dee2aaSAndroid Build Coastguard Worker let _skTemp5 = checkIntrinsicAsFunctionArg_bf3i3(_skTemp4.fract.yxz, _0_exp.yxz); 41*c8dee2aaSAndroid Build Coastguard Worker let funcOk: bool = _skTemp5; 42*c8dee2aaSAndroid Build Coastguard Worker let _skTemp6 = all(ok); 43*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(_skTemp6 && funcOk)); 44*c8dee2aaSAndroid Build Coastguard Worker } 45*c8dee2aaSAndroid Build Coastguard Worker} 46*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 47*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 48*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 49*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 50*c8dee2aaSAndroid Build Coastguard Worker} 51