xref: /aosp_15_r20/external/skia/tests/sksl/intrinsics/MatrixCompMultES3.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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    const _skTemp0 = mat2x4<f32>(9.0, 9.0, 9.0, 9.0, 9.0, 9.0, 9.0, 9.0);
14*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp1 = mat2x4<f32>(_globalUniforms.colorRed[0], _globalUniforms.colorRed[1], _globalUniforms.colorRed[2], _globalUniforms.colorRed[3], _globalUniforms.colorGreen[0], _globalUniforms.colorGreen[1], _globalUniforms.colorGreen[2], _globalUniforms.colorGreen[3]);
15*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp2 = mat2x4<f32>(_skTemp0[0] * _skTemp1[0], _skTemp0[1] * _skTemp1[1]);
16*c8dee2aaSAndroid Build Coastguard Worker    let h24: mat2x4<f32> = _skTemp2;
17*c8dee2aaSAndroid Build Coastguard Worker    const _skTemp3 = mat4x2<f32>(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0);
18*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp4 = mat4x2<f32>(_globalUniforms.colorRed[0], _globalUniforms.colorRed[1], _globalUniforms.colorRed[2], _globalUniforms.colorRed[3], _globalUniforms.colorGreen[0], _globalUniforms.colorGreen[1], _globalUniforms.colorGreen[2], _globalUniforms.colorGreen[3]);
19*c8dee2aaSAndroid Build Coastguard Worker    let _skTemp5 = mat4x2<f32>(_skTemp3[0] * _skTemp4[0], _skTemp3[1] * _skTemp4[1], _skTemp3[2] * _skTemp4[2], _skTemp3[3] * _skTemp4[3]);
20*c8dee2aaSAndroid Build Coastguard Worker    let h42: mat4x2<f32> = _skTemp5;
21*c8dee2aaSAndroid Build Coastguard Worker    const f43: mat4x3<f32> = mat4x3<f32>(12.0, 22.0, 30.0, 36.0, 40.0, 42.0, 42.0, 40.0, 36.0, 30.0, 22.0, 12.0);
22*c8dee2aaSAndroid Build Coastguard Worker    const _skTemp6 = mat2x4<f32>(9.0, 0.0, 0.0, 9.0, 0.0, 9.0, 0.0, 9.0);
23*c8dee2aaSAndroid Build Coastguard Worker    const _skTemp7 = mat4x2<f32>(1.0, 0.0, 0.0, 4.0, 0.0, 6.0, 0.0, 8.0);
24*c8dee2aaSAndroid Build Coastguard Worker    const _skTemp8 = mat4x3<f32>(12.0, 22.0, 30.0, 36.0, 40.0, 42.0, 42.0, 40.0, 36.0, 30.0, 22.0, 12.0);
25*c8dee2aaSAndroid Build Coastguard Worker    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((all(h24[0] == _skTemp6[0]) && all(h24[1] == _skTemp6[1])) && (all(h42[0] == _skTemp7[0]) && all(h42[1] == _skTemp7[1]) && all(h42[2] == _skTemp7[2]) && all(h42[3] == _skTemp7[3]))) && (all(f43[0] == _skTemp8[0]) && all(f43[1] == _skTemp8[1]) && all(f43[2] == _skTemp8[2]) && all(f43[3] == _skTemp8[3]))));
26*c8dee2aaSAndroid Build Coastguard Worker  }
27*c8dee2aaSAndroid Build Coastguard Worker}
28*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
29*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
30*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
31*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
32*c8dee2aaSAndroid Build Coastguard Worker}
33