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 testInputs: vec4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker colorGreen: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker colorRed: vec4<f32>, 10*c8dee2aaSAndroid Build Coastguard Worker}; 11*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 12*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> { 13*c8dee2aaSAndroid Build Coastguard Worker { 14*c8dee2aaSAndroid Build Coastguard Worker const expectedA: vec4<f32> = vec4<f32>(0.5, 0.5, 0.75, 2.25); 15*c8dee2aaSAndroid Build Coastguard Worker const expectedB: vec4<f32> = vec4<f32>(0.0, 1.0, 0.75, 2.25); 16*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = max(_globalUniforms.testInputs.x, 0.5); 17*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = max(_globalUniforms.testInputs.xy, vec2<f32>(0.5)); 18*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = max(_globalUniforms.testInputs.xyz, vec3<f32>(0.5)); 19*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = max(_globalUniforms.testInputs, vec4<f32>(0.5)); 20*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = max(_globalUniforms.testInputs.x, _globalUniforms.colorGreen.x); 21*c8dee2aaSAndroid Build Coastguard Worker let _skTemp5 = max(_globalUniforms.testInputs.xy, _globalUniforms.colorGreen.xy); 22*c8dee2aaSAndroid Build Coastguard Worker let _skTemp6 = max(_globalUniforms.testInputs.xyz, _globalUniforms.colorGreen.xyz); 23*c8dee2aaSAndroid Build Coastguard Worker let _skTemp7 = max(_globalUniforms.testInputs, _globalUniforms.colorGreen); 24*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((((((((((_skTemp0 == expectedA.x) && all(_skTemp1 == expectedA.xy)) && all(_skTemp2 == expectedA.xyz)) && all(_skTemp3 == expectedA)) && (0.5 == expectedA.x)) && all(vec2<f32>(0.5) == expectedA.xy)) && all(vec3<f32>(0.5, 0.5, 0.75) == expectedA.xyz)) && all(vec4<f32>(0.5, 0.5, 0.75, 2.25) == expectedA)) && (_skTemp4 == expectedB.x)) && all(_skTemp5 == expectedB.xy)) && all(_skTemp6 == expectedB.xyz)) && all(_skTemp7 == expectedB)) && (0.0 == expectedB.x)) && all(vec2<f32>(0.0, 1.0) == expectedB.xy)) && all(vec3<f32>(0.0, 1.0, 0.75) == expectedB.xyz)) && all(vec4<f32>(0.0, 1.0, 0.75, 2.25) == expectedB))); 25*c8dee2aaSAndroid Build Coastguard Worker } 26*c8dee2aaSAndroid Build Coastguard Worker} 27*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 28*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 29*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 30*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 31*c8dee2aaSAndroid Build Coastguard Worker} 32