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 value: vec4<f32> = vec4<f32>(2.5, -2.5, 8.0, -0.125); 14*c8dee2aaSAndroid Build Coastguard Worker const expectedWhole: vec4<f32> = vec4<f32>(2.0, -2.0, 8.0, 0.0); 15*c8dee2aaSAndroid Build Coastguard Worker const expectedFraction: vec4<f32> = vec4<f32>(0.5, -0.5, 0.0, -0.125); 16*c8dee2aaSAndroid Build Coastguard Worker var ok: vec4<bool> = vec4<bool>(false); 17*c8dee2aaSAndroid Build Coastguard Worker var whole: vec4<f32>; 18*c8dee2aaSAndroid Build Coastguard Worker var fraction: vec4<f32>; 19*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = modf(value.x); 20*c8dee2aaSAndroid Build Coastguard Worker whole.x = _skTemp0.whole; 21*c8dee2aaSAndroid Build Coastguard Worker fraction.x = _skTemp0.fract; 22*c8dee2aaSAndroid Build Coastguard Worker ok.x = (whole.x == 2.0) && (fraction.x == 0.5); 23*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = modf(value.xy); 24*c8dee2aaSAndroid Build Coastguard Worker whole = vec4<f32>((_skTemp1.whole), whole.zw); 25*c8dee2aaSAndroid Build Coastguard Worker fraction = vec4<f32>((_skTemp1.fract), fraction.zw); 26*c8dee2aaSAndroid Build Coastguard Worker ok.y = all(whole.xy == vec2<f32>(2.0, -2.0)) && all(fraction.xy == vec2<f32>(0.5, -0.5)); 27*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = modf(value.xyz); 28*c8dee2aaSAndroid Build Coastguard Worker whole = vec4<f32>((_skTemp2.whole), whole.w); 29*c8dee2aaSAndroid Build Coastguard Worker fraction = vec4<f32>((_skTemp2.fract), fraction.w); 30*c8dee2aaSAndroid Build Coastguard Worker ok.z = all(whole.xyz == vec3<f32>(2.0, -2.0, 8.0)) && all(fraction.xyz == vec3<f32>(0.5, -0.5, 0.0)); 31*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = modf(value); 32*c8dee2aaSAndroid Build Coastguard Worker whole = _skTemp3.whole; 33*c8dee2aaSAndroid Build Coastguard Worker fraction = _skTemp3.fract; 34*c8dee2aaSAndroid Build Coastguard Worker ok.w = all(whole == expectedWhole) && all(fraction == expectedFraction); 35*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = all(ok); 36*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(_skTemp4)); 37*c8dee2aaSAndroid Build Coastguard Worker } 38*c8dee2aaSAndroid Build Coastguard Worker} 39*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 40*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 41*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 42*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 43*c8dee2aaSAndroid Build Coastguard Worker} 44