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 Worker@group(0) @binding(10000) var s_Sampler: sampler; 7*c8dee2aaSAndroid Build Coastguard Worker@group(0) @binding(10001) var s_Texture: texture_2d<f32>; 8*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain(_stageOut: ptr<function, FSOut>) { 9*c8dee2aaSAndroid Build Coastguard Worker { 10*c8dee2aaSAndroid Build Coastguard Worker let a: vec4<f32> = vec4<f32>(textureSampleBias(s_Texture, s_Sampler, vec2<f32>(0.0), -0.475)); 11*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = vec3<f32>(0.0); 12*c8dee2aaSAndroid Build Coastguard Worker let b: vec4<f32> = vec4<f32>(textureSampleBias(s_Texture, s_Sampler, _skTemp2.xy / _skTemp2.z, -0.475)); 13*c8dee2aaSAndroid Build Coastguard Worker (*_stageOut).sk_FragColor = vec4<f32>(vec2<f32>(a.xy), vec2<f32>(b.xy)); 14*c8dee2aaSAndroid Build Coastguard Worker } 15*c8dee2aaSAndroid Build Coastguard Worker} 16*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 17*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 18*c8dee2aaSAndroid Build Coastguard Worker _skslMain(&_stageOut); 19*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 20*c8dee2aaSAndroid Build Coastguard Worker} 21