1*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, derivative_uniformity); 2*c8dee2aaSAndroid Build Coastguard Workerdiagnostic(off, chromium.unreachable_code); 3*c8dee2aaSAndroid Build Coastguard Workerstruct VSIn { 4*c8dee2aaSAndroid Build Coastguard Worker @location(0) pos: vec4<f32>, 5*c8dee2aaSAndroid Build Coastguard Worker}; 6*c8dee2aaSAndroid Build Coastguard Workerstruct VSOut { 7*c8dee2aaSAndroid Build Coastguard Worker @builtin(position) sk_Position: vec4<f32>, 8*c8dee2aaSAndroid Build Coastguard Worker}; 9*c8dee2aaSAndroid Build Coastguard Worker/* unsupported */ var<private> sk_PointSize: f32; 10*c8dee2aaSAndroid Build Coastguard Workerstruct _GlobalUniforms { 11*c8dee2aaSAndroid Build Coastguard Worker sk_RTAdjust: 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(_stageIn: VSIn, _stageOut: ptr<function, VSOut>) { 15*c8dee2aaSAndroid Build Coastguard Worker { 16*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_Position = _stageIn.pos; 17*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_Position = vec4<f32>((*_stageOut).sk_Position.xy * _globalUniforms.sk_RTAdjust.xz + (*_stageOut).sk_Position.ww * _globalUniforms.sk_RTAdjust.yw, 0.0, (*_stageOut).sk_Position.w); 18*c8dee2aaSAndroid Build Coastguard Worker } 19*c8dee2aaSAndroid Build Coastguard Worker} 20*c8dee2aaSAndroid Build Coastguard Worker@vertex fn main(_stageIn: VSIn) -> VSOut { 21*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: VSOut; 22*c8dee2aaSAndroid Build Coastguard Worker _skslMain(_stageIn, &_stageOut); 23*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 24*c8dee2aaSAndroid Build Coastguard Worker} 25