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