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(vertex_index) sk_VertexID: u32, 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 storageBuffer { 11*c8dee2aaSAndroid Build Coastguard Worker vertices: array<vec2<f32>>, 12*c8dee2aaSAndroid Build Coastguard Worker}; 13*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(0) var<storage, read> _storage0 : storageBuffer; 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 = vec4<f32>(_storage0.vertices[i32(_stageIn.sk_VertexID)], 1.0, 1.0); 17*c8dee2aaSAndroid Build Coastguard Worker } 18*c8dee2aaSAndroid Build Coastguard Worker} 19*c8dee2aaSAndroid Build Coastguard Worker@vertex fn main(_stageIn: VSIn) -> VSOut { 20*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: VSOut; 21*c8dee2aaSAndroid Build Coastguard Worker _skslMain(_stageIn, &_stageOut); 22*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 23*c8dee2aaSAndroid Build Coastguard Worker} 24