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 colorRed: vec4<f32>, 9*c8dee2aaSAndroid Build Coastguard Worker}; 10*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 11*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(coords: vec2<f32>) -> vec4<f32> { 12*c8dee2aaSAndroid Build Coastguard Worker { 13*c8dee2aaSAndroid Build Coastguard Worker var ok: bool; 14*c8dee2aaSAndroid Build Coastguard Worker { 15*c8dee2aaSAndroid Build Coastguard Worker var a: bool; 16*c8dee2aaSAndroid Build Coastguard Worker const ONE: i32 = 1; 17*c8dee2aaSAndroid Build Coastguard Worker var b: i32; 18*c8dee2aaSAndroid Build Coastguard Worker var c: i32; 19*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = i32(_globalUniforms.colorGreen.y); 20*c8dee2aaSAndroid Build Coastguard Worker switch _skTemp0 { 21*c8dee2aaSAndroid Build Coastguard Worker case 0, 1, 2, 3, 4, 5 { 22*c8dee2aaSAndroid Build Coastguard Worker var _skTemp1: bool = false; 23*c8dee2aaSAndroid Build Coastguard Worker if _skTemp0 == 0 { 24*c8dee2aaSAndroid Build Coastguard Worker ; 25*c8dee2aaSAndroid Build Coastguard Worker _skTemp1 = true; // fallthrough 26*c8dee2aaSAndroid Build Coastguard Worker } 27*c8dee2aaSAndroid Build Coastguard Worker if _skTemp1 || _skTemp0 == 1 { 28*c8dee2aaSAndroid Build Coastguard Worker ; 29*c8dee2aaSAndroid Build Coastguard Worker _skTemp1 = true; // fallthrough 30*c8dee2aaSAndroid Build Coastguard Worker } 31*c8dee2aaSAndroid Build Coastguard Worker if _skTemp1 || _skTemp0 == 2 { 32*c8dee2aaSAndroid Build Coastguard Worker b = ONE; 33*c8dee2aaSAndroid Build Coastguard Worker _skTemp1 = true; // fallthrough 34*c8dee2aaSAndroid Build Coastguard Worker } 35*c8dee2aaSAndroid Build Coastguard Worker if _skTemp1 || _skTemp0 == 3 { 36*c8dee2aaSAndroid Build Coastguard Worker { 37*c8dee2aaSAndroid Build Coastguard Worker let d: f32 = f32(b); 38*c8dee2aaSAndroid Build Coastguard Worker c = i32(d); 39*c8dee2aaSAndroid Build Coastguard Worker } 40*c8dee2aaSAndroid Build Coastguard Worker _skTemp1 = true; // fallthrough 41*c8dee2aaSAndroid Build Coastguard Worker } 42*c8dee2aaSAndroid Build Coastguard Worker if _skTemp1 || _skTemp0 == 4 { 43*c8dee2aaSAndroid Build Coastguard Worker a = bool(c); 44*c8dee2aaSAndroid Build Coastguard Worker // fallthrough 45*c8dee2aaSAndroid Build Coastguard Worker } 46*c8dee2aaSAndroid Build Coastguard Worker ok = a; 47*c8dee2aaSAndroid Build Coastguard Worker } 48*c8dee2aaSAndroid Build Coastguard Worker case default {} 49*c8dee2aaSAndroid Build Coastguard Worker } 50*c8dee2aaSAndroid Build Coastguard Worker } 51*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok)); 52*c8dee2aaSAndroid Build Coastguard Worker } 53*c8dee2aaSAndroid Build Coastguard Worker} 54*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 55*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 56*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 57*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 58*c8dee2aaSAndroid Build Coastguard Worker} 59