1diagnostic(off, derivative_uniformity); 2diagnostic(off, chromium.unreachable_code); 3struct FSOut { 4 @location(0) sk_FragColor: vec4<f32>, 5}; 6struct _GlobalUniforms { 7 colorGreen: vec4<f32>, 8 colorRed: vec4<f32>, 9}; 10@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 11fn mat3_inverse(m: mat3x3<f32>) -> mat3x3<f32> { 12let a00 = m[0].x; let a01 = m[0].y; let a02 = m[0].z; 13let a10 = m[1].x; let a11 = m[1].y; let a12 = m[1].z; 14let a20 = m[2].x; let a21 = m[2].y; let a22 = m[2].z; 15let b01 = a22*a11 - a12*a21; 16let b11 = -a22*a10 + a12*a20; 17let b21 = a21*a10 - a11*a20; 18let det = a00*b01 + a01*b11 + a02*b21; 19return mat3x3<f32>(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11), 20b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10), 21b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) * (1/det); 22} 23fn mat2_inverse(m: mat2x2<f32>) -> mat2x2<f32> { 24return mat2x2<f32>(m[1].y, -m[0].y, -m[1].x, m[0].x) * (1/determinant(m)); 25} 26fn mat4_inverse(m: mat4x4<f32>) -> mat4x4<f32>{ 27let a00 = m[0].x; let a01 = m[0].y; let a02 = m[0].z; let a03 = m[0].w; 28let a10 = m[1].x; let a11 = m[1].y; let a12 = m[1].z; let a13 = m[1].w; 29let a20 = m[2].x; let a21 = m[2].y; let a22 = m[2].z; let a23 = m[2].w; 30let a30 = m[3].x; let a31 = m[3].y; let a32 = m[3].z; let a33 = m[3].w; 31let b00 = a00*a11 - a01*a10; 32let b01 = a00*a12 - a02*a10; 33let b02 = a00*a13 - a03*a10; 34let b03 = a01*a12 - a02*a11; 35let b04 = a01*a13 - a03*a11; 36let b05 = a02*a13 - a03*a12; 37let b06 = a20*a31 - a21*a30; 38let b07 = a20*a32 - a22*a30; 39let b08 = a20*a33 - a23*a30; 40let b09 = a21*a32 - a22*a31; 41let b10 = a21*a33 - a23*a31; 42let b11 = a22*a33 - a23*a32; 43let det = b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06; 44return mat4x4<f32>(a11*b11 - a12*b10 + a13*b09, 45a02*b10 - a01*b11 - a03*b09, 46a31*b05 - a32*b04 + a33*b03, 47a22*b04 - a21*b05 - a23*b03, 48a12*b08 - a10*b11 - a13*b07, 49a00*b11 - a02*b08 + a03*b07, 50a32*b02 - a30*b05 - a33*b01, 51a20*b05 - a22*b02 + a23*b01, 52a10*b10 - a11*b08 + a13*b06, 53a01*b08 - a00*b10 - a03*b06, 54a30*b04 - a31*b02 + a33*b00, 55a21*b02 - a20*b04 - a23*b00, 56a11*b07 - a10*b09 - a12*b06, 57a00*b09 - a01*b07 + a02*b06, 58a31*b01 - a30*b03 - a32*b00, 59a20*b03 - a21*b01 + a22*b00) * (1/det); 60} 61fn _skslMain(xy: vec2<f32>) -> vec4<f32> { 62 { 63 const matrix2x2: mat2x2<f32> = mat2x2<f32>(1.0, 2.0, 3.0, 4.0); 64 const inv2x2: mat2x2<f32> = mat2x2<f32>(-2.0, 1.0, 1.5, -0.5); 65 const inv3x3: mat3x3<f32> = mat3x3<f32>(-24.0, 18.0, 5.0, 20.0, -15.0, -4.0, -5.0, 4.0, 1.0); 66 const inv4x4: mat4x4<f32> = mat4x4<f32>(-2.0, -0.5, 1.0, 0.5, 1.0, 0.5, 0.0, -0.5, -8.0, -1.0, 2.0, 2.0, 3.0, 0.5, -1.0, -0.5); 67 let Zero: f32 = f32(_globalUniforms.colorGreen.z); 68 const _skTemp0 = mat2x2<f32>(-2.0, 1.0, 1.5, -0.5); 69 const _skTemp1 = mat3x3<f32>(-24.0, 18.0, 5.0, 20.0, -15.0, -4.0, -5.0, 4.0, 1.0); 70 const _skTemp2 = mat4x4<f32>(-2.0, -0.5, 1.0, 0.5, 1.0, 0.5, 0.0, -0.5, -8.0, -1.0, 2.0, 2.0, 3.0, 0.5, -1.0, -0.5); 71 let _skTemp3 = mat3x3<f32>(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); 72 let _skTemp4 = mat3_inverse(_skTemp3); 73 let _skTemp5 = _skTemp4; 74 let _skTemp6 = mat2_inverse(mat2x2<f32>(matrix2x2[0] + Zero, matrix2x2[1] + Zero)); 75 let _skTemp7 = _skTemp6; 76 let _skTemp8 = mat3x3<f32>(1.0, 2.0, 3.0, 0.0, 1.0, 4.0, 5.0, 6.0, 0.0); 77 let _skTemp9 = mat3_inverse(mat3x3<f32>(_skTemp8[0] + Zero, _skTemp8[1] + Zero, _skTemp8[2] + Zero)); 78 let _skTemp10 = _skTemp9; 79 let _skTemp11 = mat4x4<f32>(1.0, 0.0, 0.0, 1.0, 0.0, 2.0, 1.0, 2.0, 2.0, 1.0, 0.0, 1.0, 2.0, 0.0, 1.0, 4.0); 80 let _skTemp12 = mat4_inverse(mat4x4<f32>(_skTemp11[0] + Zero, _skTemp11[1] + Zero, _skTemp11[2] + Zero, _skTemp11[3] + Zero)); 81 let _skTemp13 = _skTemp12; 82 return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((((((all(_skTemp0[0] == inv2x2[0]) && all(_skTemp0[1] == inv2x2[1])) && (all(_skTemp1[0] == inv3x3[0]) && all(_skTemp1[1] == inv3x3[1]) && all(_skTemp1[2] == inv3x3[2]))) && (all(_skTemp2[0] == inv4x4[0]) && all(_skTemp2[1] == inv4x4[1]) && all(_skTemp2[2] == inv4x4[2]) && all(_skTemp2[3] == inv4x4[3]))) && (any(_skTemp5[0] != inv3x3[0]) || any(_skTemp5[1] != inv3x3[1]) || any(_skTemp5[2] != inv3x3[2]))) && (all(_skTemp7[0] == inv2x2[0]) && all(_skTemp7[1] == inv2x2[1]))) && (all(_skTemp10[0] == inv3x3[0]) && all(_skTemp10[1] == inv3x3[1]) && all(_skTemp10[2] == inv3x3[2]))) && (all(_skTemp13[0] == inv4x4[0]) && all(_skTemp13[1] == inv4x4[1]) && all(_skTemp13[2] == inv4x4[2]) && all(_skTemp13[3] == inv4x4[3])))); 83 } 84} 85@fragment fn main() -> FSOut { 86 var _stageOut: FSOut; 87 _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 88 return _stageOut; 89} 90