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 var f: array<f32, 4> = array<f32, 4>(1.0, 2.0, 3.0, 4.0); 14*c8dee2aaSAndroid Build Coastguard Worker var h: array<f32, 4> = f; 15*c8dee2aaSAndroid Build Coastguard Worker f = h; 16*c8dee2aaSAndroid Build Coastguard Worker h = f; 17*c8dee2aaSAndroid Build Coastguard Worker var i3: array<vec3<i32>, 3> = array<vec3<i32>, 3>(vec3<i32>(1), vec3<i32>(2), vec3<i32>(3)); 18*c8dee2aaSAndroid Build Coastguard Worker var s3: array<vec3<i32>, 3> = i3; 19*c8dee2aaSAndroid Build Coastguard Worker i3 = s3; 20*c8dee2aaSAndroid Build Coastguard Worker s3 = i3; 21*c8dee2aaSAndroid Build Coastguard Worker var h2x2: array<mat2x2<f32>, 2> = array<mat2x2<f32>, 2>(mat2x2<f32>(1.0, 2.0, 3.0, 4.0), mat2x2<f32>(5.0, 6.0, 7.0, 8.0)); 22*c8dee2aaSAndroid Build Coastguard Worker var f2x2: array<mat2x2<f32>, 2> = h2x2; 23*c8dee2aaSAndroid Build Coastguard Worker f2x2 = h2x2; 24*c8dee2aaSAndroid Build Coastguard Worker h2x2 = f2x2; 25*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = h; 26*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = s3; 27*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = h2x2; 28*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((f[0] == _skTemp0[0]) && (f[1] == _skTemp0[1]) && (f[2] == _skTemp0[2]) && (f[3] == _skTemp0[3])) && (all(i3[0] == _skTemp1[0]) && all(i3[1] == _skTemp1[1]) && all(i3[2] == _skTemp1[2]))) && ((all(f2x2[0][0] == _skTemp2[0][0]) && all(f2x2[0][1] == _skTemp2[0][1])) && (all(f2x2[1][0] == _skTemp2[1][0]) && all(f2x2[1][1] == _skTemp2[1][1]))))); 29*c8dee2aaSAndroid Build Coastguard Worker } 30*c8dee2aaSAndroid Build Coastguard Worker} 31*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 32*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 33*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 34*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 35*c8dee2aaSAndroid Build Coastguard Worker} 36