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 test2D_Sampler: sampler; 7*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10001) var test2D_Texture: texture_2d<f32>; 8*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10002) var test2DRect_Sampler: sampler; 9*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10003) var test2DRect_Texture: texture_2d<f32>; 10*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) { 11*c8dee2aaSAndroid Build Coastguard Worker { 12*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = textureSample(test2D_Texture, test2D_Sampler, vec2<f32>(0.5)); 13*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = textureSample(test2DRect_Texture, test2DRect_Sampler, vec2<f32>(0.5)); 14*c8dee2aaSAndroid Build Coastguard Worker let _skTemp4 = vec3<f32>(0.5); 15*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = textureSample(test2DRect_Texture, test2DRect_Sampler, _skTemp4.xy / _skTemp4.z); 16*c8dee2aaSAndroid Build Coastguard Worker } 17*c8dee2aaSAndroid Build Coastguard Worker} 18*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 19*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 20*c8dee2aaSAndroid Build Coastguard Worker _skslMain(&_stageOut); 21*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 22*c8dee2aaSAndroid Build Coastguard Worker} 23