1diagnostic(off, derivative_uniformity); 2diagnostic(off, chromium.unreachable_code); 3struct FSOut { 4 @location(0) sk_FragColor: vec4<f32>, 5}; 6struct _GlobalUniforms { 7 colorGreen: vec4<f32>, 8 colorRed: vec4<f32>, 9 colorWhite: vec4<f32>, 10}; 11@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 12fn out_half_vh(v: ptr<function, f32>) { 13 { 14 (*v) = _globalUniforms.colorWhite.x; 15 } 16} 17fn out_half2_vh2(v: ptr<function, vec2<f32>>) { 18 { 19 (*v) = vec2<f32>(_globalUniforms.colorWhite.y); 20 } 21} 22fn out_half3_vh3(v: ptr<function, vec3<f32>>) { 23 { 24 (*v) = vec3<f32>(_globalUniforms.colorWhite.z); 25 } 26} 27fn out_half4_vh4(v: ptr<function, vec4<f32>>) { 28 { 29 (*v) = vec4<f32>(_globalUniforms.colorWhite.w); 30 } 31} 32fn out_half2x2_vh22(v: ptr<function, mat2x2<f32>>) { 33 { 34 let _skTemp0 = _globalUniforms.colorWhite.x; 35 (*v) = mat2x2<f32>(_skTemp0, 0.0, 0.0, _skTemp0); 36 } 37} 38fn out_half3x3_vh33(v: ptr<function, mat3x3<f32>>) { 39 { 40 let _skTemp1 = _globalUniforms.colorWhite.y; 41 (*v) = mat3x3<f32>(_skTemp1, 0.0, 0.0, 0.0, _skTemp1, 0.0, 0.0, 0.0, _skTemp1); 42 } 43} 44fn out_half4x4_vh44(v: ptr<function, mat4x4<f32>>) { 45 { 46 let _skTemp2 = _globalUniforms.colorWhite.z; 47 (*v) = mat4x4<f32>(_skTemp2, 0.0, 0.0, 0.0, 0.0, _skTemp2, 0.0, 0.0, 0.0, 0.0, _skTemp2, 0.0, 0.0, 0.0, 0.0, _skTemp2); 48 } 49} 50fn out_int_vi(v: ptr<function, i32>) { 51 { 52 (*v) = i32(_globalUniforms.colorWhite.x); 53 } 54} 55fn out_int2_vi2(v: ptr<function, vec2<i32>>) { 56 { 57 (*v) = vec2<i32>(i32(_globalUniforms.colorWhite.y)); 58 } 59} 60fn out_int3_vi3(v: ptr<function, vec3<i32>>) { 61 { 62 (*v) = vec3<i32>(i32(_globalUniforms.colorWhite.z)); 63 } 64} 65fn out_int4_vi4(v: ptr<function, vec4<i32>>) { 66 { 67 (*v) = vec4<i32>(i32(_globalUniforms.colorWhite.w)); 68 } 69} 70fn out_float_vf(v: ptr<function, f32>) { 71 { 72 (*v) = f32(_globalUniforms.colorWhite.x); 73 } 74} 75fn out_float2_vf2(v: ptr<function, vec2<f32>>) { 76 { 77 (*v) = vec2<f32>(f32(_globalUniforms.colorWhite.y)); 78 } 79} 80fn out_float3_vf3(v: ptr<function, vec3<f32>>) { 81 { 82 (*v) = vec3<f32>(f32(_globalUniforms.colorWhite.z)); 83 } 84} 85fn out_float4_vf4(v: ptr<function, vec4<f32>>) { 86 { 87 (*v) = vec4<f32>(f32(_globalUniforms.colorWhite.w)); 88 } 89} 90fn out_float2x2_vf22(v: ptr<function, mat2x2<f32>>) { 91 { 92 let _skTemp3 = f32(_globalUniforms.colorWhite.x); 93 (*v) = mat2x2<f32>(_skTemp3, 0.0, 0.0, _skTemp3); 94 } 95} 96fn out_float3x3_vf33(v: ptr<function, mat3x3<f32>>) { 97 { 98 let _skTemp4 = f32(_globalUniforms.colorWhite.y); 99 (*v) = mat3x3<f32>(_skTemp4, 0.0, 0.0, 0.0, _skTemp4, 0.0, 0.0, 0.0, _skTemp4); 100 } 101} 102fn out_float4x4_vf44(v: ptr<function, mat4x4<f32>>) { 103 { 104 let _skTemp5 = f32(_globalUniforms.colorWhite.z); 105 (*v) = mat4x4<f32>(_skTemp5, 0.0, 0.0, 0.0, 0.0, _skTemp5, 0.0, 0.0, 0.0, 0.0, _skTemp5, 0.0, 0.0, 0.0, 0.0, _skTemp5); 106 } 107} 108fn out_bool_vb(v: ptr<function, bool>) { 109 { 110 (*v) = bool(_globalUniforms.colorWhite.x); 111 } 112} 113fn out_bool2_vb2(v: ptr<function, vec2<bool>>) { 114 { 115 (*v) = vec2<bool>(bool(_globalUniforms.colorWhite.y)); 116 } 117} 118fn out_bool3_vb3(v: ptr<function, vec3<bool>>) { 119 { 120 (*v) = vec3<bool>(bool(_globalUniforms.colorWhite.z)); 121 } 122} 123fn out_bool4_vb4(v: ptr<function, vec4<bool>>) { 124 { 125 (*v) = vec4<bool>(bool(_globalUniforms.colorWhite.w)); 126 } 127} 128fn _skslMain(coords: vec2<f32>) -> vec4<f32> { 129 { 130 var h: f32; 131 var _skTemp6: f32; 132 out_half_vh(&_skTemp6); 133 h = _skTemp6; 134 var h2: vec2<f32>; 135 var _skTemp7: vec2<f32>; 136 out_half2_vh2(&_skTemp7); 137 h2 = _skTemp7; 138 var h3: vec3<f32>; 139 var _skTemp8: vec3<f32>; 140 out_half3_vh3(&_skTemp8); 141 h3 = _skTemp8; 142 var h4: vec4<f32>; 143 var _skTemp9: vec4<f32>; 144 out_half4_vh4(&_skTemp9); 145 h4 = _skTemp9; 146 var _skTemp10: f32; 147 out_half_vh(&_skTemp10); 148 h3.y = _skTemp10; 149 var _skTemp11: vec2<f32>; 150 out_half2_vh2(&_skTemp11); 151 h3 = vec3<f32>((_skTemp11), h3.y).xzy; 152 var _skTemp12: vec4<f32>; 153 out_half4_vh4(&_skTemp12); 154 h4 = (_skTemp12).zwxy; 155 var h2x2: mat2x2<f32>; 156 var _skTemp13: mat2x2<f32>; 157 out_half2x2_vh22(&_skTemp13); 158 h2x2 = _skTemp13; 159 var h3x3: mat3x3<f32>; 160 var _skTemp14: mat3x3<f32>; 161 out_half3x3_vh33(&_skTemp14); 162 h3x3 = _skTemp14; 163 var h4x4: mat4x4<f32>; 164 var _skTemp15: mat4x4<f32>; 165 out_half4x4_vh44(&_skTemp15); 166 h4x4 = _skTemp15; 167 var _skTemp16: vec3<f32>; 168 out_half3_vh3(&_skTemp16); 169 h3x3[1] = _skTemp16; 170 var _skTemp17: f32; 171 out_half_vh(&_skTemp17); 172 h4x4[3].w = _skTemp17; 173 var _skTemp18: f32; 174 out_half_vh(&_skTemp18); 175 h2x2[0].x = _skTemp18; 176 var i: i32; 177 var _skTemp19: i32; 178 out_int_vi(&_skTemp19); 179 i = _skTemp19; 180 var i2: vec2<i32>; 181 var _skTemp20: vec2<i32>; 182 out_int2_vi2(&_skTemp20); 183 i2 = _skTemp20; 184 var i3: vec3<i32>; 185 var _skTemp21: vec3<i32>; 186 out_int3_vi3(&_skTemp21); 187 i3 = _skTemp21; 188 var i4: vec4<i32>; 189 var _skTemp22: vec4<i32>; 190 out_int4_vi4(&_skTemp22); 191 i4 = _skTemp22; 192 var _skTemp23: vec3<i32>; 193 out_int3_vi3(&_skTemp23); 194 i4 = vec4<i32>((_skTemp23), i4.w); 195 var _skTemp24: i32; 196 out_int_vi(&_skTemp24); 197 i2.y = _skTemp24; 198 var f: f32; 199 var _skTemp25: f32; 200 out_float_vf(&_skTemp25); 201 f = _skTemp25; 202 var f2: vec2<f32>; 203 var _skTemp26: vec2<f32>; 204 out_float2_vf2(&_skTemp26); 205 f2 = _skTemp26; 206 var f3: vec3<f32>; 207 var _skTemp27: vec3<f32>; 208 out_float3_vf3(&_skTemp27); 209 f3 = _skTemp27; 210 var f4: vec4<f32>; 211 var _skTemp28: vec4<f32>; 212 out_float4_vf4(&_skTemp28); 213 f4 = _skTemp28; 214 var _skTemp29: vec2<f32>; 215 out_float2_vf2(&_skTemp29); 216 f3 = vec3<f32>((_skTemp29), f3.z); 217 var _skTemp30: f32; 218 out_float_vf(&_skTemp30); 219 f2.x = _skTemp30; 220 var f2x2: mat2x2<f32>; 221 var _skTemp31: mat2x2<f32>; 222 out_float2x2_vf22(&_skTemp31); 223 f2x2 = _skTemp31; 224 var f3x3: mat3x3<f32>; 225 var _skTemp32: mat3x3<f32>; 226 out_float3x3_vf33(&_skTemp32); 227 f3x3 = _skTemp32; 228 var f4x4: mat4x4<f32>; 229 var _skTemp33: mat4x4<f32>; 230 out_float4x4_vf44(&_skTemp33); 231 f4x4 = _skTemp33; 232 var _skTemp34: f32; 233 out_float_vf(&_skTemp34); 234 f2x2[0].x = _skTemp34; 235 var b: bool; 236 var _skTemp35: bool; 237 out_bool_vb(&_skTemp35); 238 b = _skTemp35; 239 var b2: vec2<bool>; 240 var _skTemp36: vec2<bool>; 241 out_bool2_vb2(&_skTemp36); 242 b2 = _skTemp36; 243 var b3: vec3<bool>; 244 var _skTemp37: vec3<bool>; 245 out_bool3_vb3(&_skTemp37); 246 b3 = _skTemp37; 247 var b4: vec4<bool>; 248 var _skTemp38: vec4<bool>; 249 out_bool4_vb4(&_skTemp38); 250 b4 = _skTemp38; 251 var _skTemp39: vec2<bool>; 252 out_bool2_vb2(&_skTemp39); 253 b4 = vec4<bool>((_skTemp39), b4.yz).xzwy; 254 var _skTemp40: bool; 255 out_bool_vb(&_skTemp40); 256 b3.z = _skTemp40; 257 var ok: bool = true; 258 ok = ok && (1.0 == ((((((h * h2.x) * h3.x) * h4.x) * h2x2[0].x) * h3x3[0].x) * h4x4[0].x)); 259 ok = ok && (1.0 == ((((((f * f2.x) * f3.x) * f4.x) * f2x2[0].x) * f3x3[0].x) * f4x4[0].x)); 260 ok = ok && (1 == (((i * i2.x) * i3.x) * i4.x)); 261 ok = ok && (((b && b2.x) && b3.x) && b4.x); 262 return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok)); 263 } 264} 265@fragment fn main() -> FSOut { 266 var _stageOut: FSOut; 267 _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 268 return _stageOut; 269} 270