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 colorXform: mat4x4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker}; 9*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 10*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10000) var s_Sampler: sampler; 11*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10001) var s_Texture: texture_2d<f32>; 12*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) { 13*c8dee2aaSAndroid Build Coastguard Worker { 14*c8dee2aaSAndroid Build Coastguard Worker var tmpColor: vec4<f32>; 15*c8dee2aaSAndroid Build Coastguard Worker tmpColor = vec4<f32>(textureSample(s_Texture, s_Sampler, vec2<f32>(1.0))); 16*c8dee2aaSAndroid Build Coastguard Worker var _skTemp2: vec4<f32>; 17*c8dee2aaSAndroid Build Coastguard Worker const _skTemp3 = mat4x4<f32>(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0); 18*c8dee2aaSAndroid Build Coastguard Worker if (any(_globalUniforms.colorXform[0] != _skTemp3[0]) || any(_globalUniforms.colorXform[1] != _skTemp3[1]) || any(_globalUniforms.colorXform[2] != _skTemp3[2]) || any(_globalUniforms.colorXform[3] != _skTemp3[3])) { 19*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = clamp((_globalUniforms.colorXform * vec4<f32>(tmpColor.xyz, 1.0)).xyz, vec3<f32>(0.0), vec3<f32>(tmpColor.w)); 20*c8dee2aaSAndroid Build Coastguard Worker _skTemp2 = vec4<f32>(_skTemp4, tmpColor.w); 21*c8dee2aaSAndroid Build Coastguard Worker } else { 22*c8dee2aaSAndroid Build Coastguard Worker _skTemp2 = tmpColor; 23*c8dee2aaSAndroid Build Coastguard Worker } 24*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = vec4<f32>(_skTemp2); 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 _skslMain(&_stageOut); 30*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 31*c8dee2aaSAndroid Build Coastguard Worker} 32