xref: /aosp_15_r20/external/skia/tests/sksl/shared/ReservedInGLSLButAllowedInSkSL.wgsl (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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};
9*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
10*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> {
11*c8dee2aaSAndroid Build Coastguard Worker  {
12*c8dee2aaSAndroid Build Coastguard Worker    let R_active: vec4<f32> = _globalUniforms.colorGreen;
13*c8dee2aaSAndroid Build Coastguard Worker    let R_centroid: vec4<f32> = _globalUniforms.colorGreen;
14*c8dee2aaSAndroid Build Coastguard Worker    let R_coherent: vec4<f32> = _globalUniforms.colorGreen;
15*c8dee2aaSAndroid Build Coastguard Worker    let R_common: vec4<f32> = _globalUniforms.colorGreen;
16*c8dee2aaSAndroid Build Coastguard Worker    let R_filter: vec4<f32> = _globalUniforms.colorGreen;
17*c8dee2aaSAndroid Build Coastguard Worker    let R_partition: vec4<f32> = _globalUniforms.colorGreen;
18*c8dee2aaSAndroid Build Coastguard Worker    let R_patch: vec4<f32> = _globalUniforms.colorGreen;
19*c8dee2aaSAndroid Build Coastguard Worker    let R_precise: vec4<f32> = _globalUniforms.colorGreen;
20*c8dee2aaSAndroid Build Coastguard Worker    let R_resource: vec4<f32> = _globalUniforms.colorGreen;
21*c8dee2aaSAndroid Build Coastguard Worker    let R_restrict: vec4<f32> = _globalUniforms.colorGreen;
22*c8dee2aaSAndroid Build Coastguard Worker    let R_shared: vec4<f32> = _globalUniforms.colorGreen;
23*c8dee2aaSAndroid Build Coastguard Worker    let R_smooth: vec4<f32> = _globalUniforms.colorGreen;
24*c8dee2aaSAndroid Build Coastguard Worker    let R_subroutine: vec4<f32> = _globalUniforms.colorGreen;
25*c8dee2aaSAndroid Build Coastguard Worker    return (((((((((((R_active * R_centroid) * R_coherent) * R_common) * R_filter) * R_partition) * R_patch) * R_precise) * R_resource) * R_restrict) * R_shared) * R_smooth) * R_subroutine;
26*c8dee2aaSAndroid Build Coastguard Worker  }
27*c8dee2aaSAndroid Build Coastguard Worker}
28*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut {
29*c8dee2aaSAndroid Build Coastguard Worker  var _stageOut: FSOut;
30*c8dee2aaSAndroid Build Coastguard Worker  _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>());
31*c8dee2aaSAndroid Build Coastguard Worker  return _stageOut;
32*c8dee2aaSAndroid Build Coastguard Worker}
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