1diagnostic(off, derivative_uniformity); 2diagnostic(off, chromium.unreachable_code); 3struct FSOut { 4 @location(0) sk_FragColor: vec4<f32>, 5}; 6struct _GlobalUniforms { 7 testInputs: vec4<f32>, 8 colorGreen: vec4<f32>, 9 colorRed: vec4<f32>, 10}; 11@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 12fn _skslMain(coords: vec2<f32>) -> vec4<f32> { 13 { 14 var v: vec4<f32> = _globalUniforms.testInputs; 15 v = vec4<f32>(v.x, 1.0, 1.0, 1.0); 16 v = vec4<f32>(v.xy, 1.0, 1.0); 17 v = vec4<f32>(v.x, 1.0, 1.0, 1.0); 18 v = vec4<f32>(0.0, v.y, 1.0, 1.0); 19 v = vec4<f32>(v.xyz, 1.0); 20 v = vec4<f32>(v.xy, 1.0, 1.0); 21 v = vec4<f32>(v.x, 0.0, v.z, 1.0); 22 v = vec4<f32>(v.x, 1.0, 0.0, 1.0); 23 v = vec4<f32>(1.0, v.yz, 1.0); 24 v = vec4<f32>(0.0, v.y, 1.0, 1.0); 25 v = vec4<f32>(1.0, 1.0, v.z, 1.0); 26 v = vec4<f32>(v.xyz, 1.0); 27 v = vec4<f32>(v.xy, 0.0, v.w); 28 v = vec4<f32>(v.xy, 1.0, 0.0); 29 v = vec4<f32>(v.x, 1.0, v.zw); 30 v = vec4<f32>(v.x, 0.0, v.z, 1.0); 31 v = vec4<f32>(v.x, 1.0, 1.0, v.w); 32 v = vec4<f32>(v.x, 1.0, 0.0, 1.0); 33 v = vec4<f32>(1.0, v.yzw); 34 v = vec4<f32>(0.0, v.yz, 1.0); 35 v = vec4<f32>(0.0, v.y, 1.0, v.w); 36 v = vec4<f32>(1.0, v.y, 1.0, 1.0); 37 v = vec4<f32>(0.0, 0.0, v.zw); 38 v = vec4<f32>(0.0, 0.0, v.z, 1.0); 39 v = vec4<f32>(0.0, 1.0, 1.0, v.w); 40 return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(all(v == vec4<f32>(0.0, 1.0, 1.0, 1.0)))); 41 } 42} 43@fragment fn main() -> FSOut { 44 var _stageOut: FSOut; 45 _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 46 return _stageOut; 47} 48