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 @builtin(instance_index) sk_InstanceID: u32, 5*c8dee2aaSAndroid Build Coastguard Worker @builtin(vertex_index) sk_VertexID: u32, 6*c8dee2aaSAndroid Build Coastguard Worker}; 7*c8dee2aaSAndroid Build Coastguard Workerstruct VSOut { 8*c8dee2aaSAndroid Build Coastguard Worker @builtin(position) sk_Position: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker @location(1) @interpolate(linear) vcoord_Stage0: vec2<f32>, 10*c8dee2aaSAndroid Build Coastguard Worker}; 11*c8dee2aaSAndroid Build Coastguard Worker/* unsupported */ var<private> sk_PointSize: f32; 12*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageIn: VSIn, _stageOut: ptr<function, VSOut>) { 13*c8dee2aaSAndroid Build Coastguard Worker { 14*c8dee2aaSAndroid Build Coastguard Worker let x: i32 = i32(_stageIn.sk_InstanceID) % 200; 15*c8dee2aaSAndroid Build Coastguard Worker let y: i32 = i32(_stageIn.sk_InstanceID) / 200; 16*c8dee2aaSAndroid Build Coastguard Worker let ileft: i32 = (i32(_stageIn.sk_InstanceID) * 929) % 17; 17*c8dee2aaSAndroid Build Coastguard Worker let iright: i32 = (ileft + 1) + (i32(_stageIn.sk_InstanceID) * 1637) % (17 - ileft); 18*c8dee2aaSAndroid Build Coastguard Worker let itop: i32 = (i32(_stageIn.sk_InstanceID) * 313) % 17; 19*c8dee2aaSAndroid Build Coastguard Worker let ibot: i32 = (itop + 1) + (i32(_stageIn.sk_InstanceID) * 1901) % (17 - itop); 20*c8dee2aaSAndroid Build Coastguard Worker var outset: f32 = 0.03125; 21*c8dee2aaSAndroid Build Coastguard Worker outset = select(outset, -outset, 0 == ((x + y) % 2)); 22*c8dee2aaSAndroid Build Coastguard Worker let l: f32 = f32(ileft) * 0.0625 - outset; 23*c8dee2aaSAndroid Build Coastguard Worker let r: f32 = f32(iright) * 0.0625 + outset; 24*c8dee2aaSAndroid Build Coastguard Worker let t: f32 = f32(itop) * 0.0625 - outset; 25*c8dee2aaSAndroid Build Coastguard Worker let b: f32 = f32(ibot) * 0.0625 + outset; 26*c8dee2aaSAndroid Build Coastguard Worker var vertexpos: vec2<f32>; 27*c8dee2aaSAndroid Build Coastguard Worker vertexpos.x = f32(x) + (select(r, l, 0 == (i32(_stageIn.sk_VertexID) % 2))); 28*c8dee2aaSAndroid Build Coastguard Worker vertexpos.y = f32(y) + (select(b, t, 0 == (i32(_stageIn.sk_VertexID) / 2))); 29*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).vcoord_Stage0.x = f32(select(1, -1, 0 == (i32(_stageIn.sk_VertexID) % 2))); 30*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).vcoord_Stage0.y = f32(select(1, -1, 0 == (i32(_stageIn.sk_VertexID) / 2))); 31*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_Position = vec4<f32>(vertexpos.x, vertexpos.y, 0.0, 1.0); 32*c8dee2aaSAndroid Build Coastguard Worker } 33*c8dee2aaSAndroid Build Coastguard Worker} 34*c8dee2aaSAndroid Build Coastguard Worker@vertex fn main(_stageIn: VSIn) -> VSOut { 35*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: VSOut; 36*c8dee2aaSAndroid Build Coastguard Worker _skslMain(_stageIn, &_stageOut); 37*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 38*c8dee2aaSAndroid Build Coastguard Worker} 39