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 Worker@group(0) @binding(10000) var t_Sampler: sampler; 7*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10001) var t_Texture: texture_2d<f32>; 8*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> { 9*c8dee2aaSAndroid Build Coastguard Worker { 10*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = dpdx(coords); 11*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = dpdy(coords); 12*c8dee2aaSAndroid Build Coastguard Worker return textureSampleGrad(t_Texture, t_Sampler, coords, _skTemp2, _skTemp3); 13*c8dee2aaSAndroid Build Coastguard Worker } 14*c8dee2aaSAndroid Build Coastguard Worker} 15*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 16*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 17*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 18*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 19*c8dee2aaSAndroid Build Coastguard Worker} 20