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 colorBlack: vec4<f32>, 10*c8dee2aaSAndroid Build Coastguard Worker colorWhite: vec4<f32>, 11*c8dee2aaSAndroid Build Coastguard Worker testInputs: vec4<f32>, 12*c8dee2aaSAndroid Build Coastguard Worker}; 13*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 14*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> { 15*c8dee2aaSAndroid Build Coastguard Worker { 16*c8dee2aaSAndroid Build Coastguard Worker const expectedBW: vec4<f32> = vec4<f32>(0.5, 0.5, 0.5, 1.0); 17*c8dee2aaSAndroid Build Coastguard Worker const expectedWT: vec4<f32> = vec4<f32>(1.0, 0.5, 1.0, 2.25); 18*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(0.0)); 19*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(0.25)); 20*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(0.75)); 21*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = mix(_globalUniforms.colorGreen, _globalUniforms.colorRed, vec4<f32>(1.0)); 22*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = mix(_globalUniforms.colorBlack.x, _globalUniforms.colorWhite.x, 0.5); 23*c8dee2aaSAndroid Build Coastguard Worker let _skTemp5 = mix(_globalUniforms.colorBlack.xy, _globalUniforms.colorWhite.xy, vec2<f32>(0.5)); 24*c8dee2aaSAndroid Build Coastguard Worker let _skTemp6 = mix(_globalUniforms.colorBlack.xyz, _globalUniforms.colorWhite.xyz, vec3<f32>(0.5)); 25*c8dee2aaSAndroid Build Coastguard Worker let _skTemp7 = mix(_globalUniforms.colorBlack, _globalUniforms.colorWhite, vec4<f32>(0.5)); 26*c8dee2aaSAndroid Build Coastguard Worker let _skTemp8 = mix(_globalUniforms.colorWhite.x, _globalUniforms.testInputs.x, 0.0); 27*c8dee2aaSAndroid Build Coastguard Worker let _skTemp9 = mix(_globalUniforms.colorWhite.xy, _globalUniforms.testInputs.xy, vec2<f32>(0.0, 0.5)); 28*c8dee2aaSAndroid Build Coastguard Worker let _skTemp10 = mix(_globalUniforms.colorWhite.xyz, _globalUniforms.testInputs.xyz, vec3<f32>(0.0, 0.5, 0.0)); 29*c8dee2aaSAndroid Build Coastguard Worker let _skTemp11 = mix(_globalUniforms.colorWhite, _globalUniforms.testInputs, vec4<f32>(0.0, 0.5, 0.0, 1.0)); 30*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((((((((((((((((((all(_skTemp0 == vec4<f32>(0.0, 1.0, 0.0, 1.0)) && all(_skTemp1 == vec4<f32>(0.25, 0.75, 0.0, 1.0))) && all(_skTemp2 == vec4<f32>(0.75, 0.25, 0.0, 1.0))) && all(_skTemp3 == vec4<f32>(1.0, 0.0, 0.0, 1.0))) && (_skTemp4 == expectedBW.x)) && all(_skTemp5 == expectedBW.xy)) && all(_skTemp6 == expectedBW.xyz)) && all(_skTemp7 == expectedBW)) && (0.5 == expectedBW.x)) && all(vec2<f32>(0.5) == expectedBW.xy)) && all(vec3<f32>(0.5) == expectedBW.xyz)) && all(vec4<f32>(0.5, 0.5, 0.5, 1.0) == expectedBW)) && (_skTemp8 == expectedWT.x)) && all(_skTemp9 == expectedWT.xy)) && all(_skTemp10 == expectedWT.xyz)) && all(_skTemp11 == expectedWT)) && (1.0 == expectedWT.x)) && all(vec2<f32>(1.0, 0.5) == expectedWT.xy)) && all(vec3<f32>(1.0, 0.5, 1.0) == expectedWT.xyz)) && all(vec4<f32>(1.0, 0.5, 1.0, 2.25) == expectedWT))); 31*c8dee2aaSAndroid Build Coastguard Worker } 32*c8dee2aaSAndroid Build Coastguard Worker} 33*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 34*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 35*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 36*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 37*c8dee2aaSAndroid Build Coastguard Worker} 38