1diagnostic(off, derivative_uniformity); 2diagnostic(off, chromium.unreachable_code); 3struct FSOut { 4 @location(0) sk_FragColor: vec4<f32>, 5}; 6struct _GlobalUniforms { 7 colorRed: vec4<f32>, 8 colorGreen: vec4<f32>, 9 unknownInput: f32, 10}; 11@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 12fn test_int_b() -> bool { 13 { 14 var ok: bool = true; 15 let inputRed: vec4<i32> = vec4<i32>(_globalUniforms.colorRed); 16 let inputGreen: vec4<i32> = vec4<i32>(_globalUniforms.colorGreen); 17 var x: vec4<i32> = inputRed + 2; 18 ok = ok && all(x == vec4<i32>(3, 2, 2, 3)); 19 x = inputGreen.ywxz - 2; 20 ok = ok && all(x == vec4<i32>(-1, -1, -2, -2)); 21 x = inputRed + inputGreen.y; 22 ok = ok && all(x == vec4<i32>(2, 1, 1, 2)); 23 x = vec4<i32>((inputGreen.wyw * 9), x.w); 24 ok = ok && all(x == vec4<i32>(9, 9, 9, 2)); 25 x = vec4<i32>((x.zw / 4), x.zw); 26 ok = ok && all(x == vec4<i32>(2, 0, 9, 2)); 27 x = (inputRed * 5).yxwz; 28 ok = ok && all(x == vec4<i32>(0, 5, 5, 0)); 29 x = 2 + inputRed; 30 ok = ok && all(x == vec4<i32>(3, 2, 2, 3)); 31 x = 10 - inputGreen.ywxz; 32 ok = ok && all(x == vec4<i32>(9, 9, 10, 10)); 33 x = inputRed.x + inputGreen; 34 ok = ok && all(x == vec4<i32>(1, 2, 1, 2)); 35 x = vec4<i32>((8 * inputGreen.wyw), x.w); 36 ok = ok && all(x == vec4<i32>(8, 8, 8, 2)); 37 x = vec4<i32>((36 / x.zw), x.zw); 38 ok = ok && all(x == vec4<i32>(4, 18, 8, 2)); 39 x = (37 / x).yxwz; 40 ok = ok && all(x == vec4<i32>(2, 9, 18, 4)); 41 x = x + 2; 42 x = x * 2; 43 x = x - 4; 44 x = x / 2; 45 ok = ok && all(x == vec4<i32>(2, 9, 18, 4)); 46 x = x + 2; 47 x = x * 2; 48 x = x - 4; 49 x = x / 2; 50 ok = ok && all(x == vec4<i32>(2, 9, 18, 4)); 51 return ok; 52 } 53} 54fn _skslMain(coords: vec2<f32>) -> vec4<f32> { 55 { 56 var _0_ok: bool = true; 57 let _1_inputRed: vec4<f32> = _globalUniforms.colorRed; 58 let _2_inputGreen: vec4<f32> = _globalUniforms.colorGreen; 59 var _3_x: vec4<f32> = _1_inputRed + 2.0; 60 _0_ok = _0_ok && all(_3_x == vec4<f32>(3.0, 2.0, 2.0, 3.0)); 61 _3_x = _2_inputGreen.ywxz - 2.0; 62 _0_ok = _0_ok && all(_3_x == vec4<f32>(-1.0, -1.0, -2.0, -2.0)); 63 _3_x = _1_inputRed + _2_inputGreen.y; 64 _0_ok = _0_ok && all(_3_x == vec4<f32>(2.0, 1.0, 1.0, 2.0)); 65 _3_x = vec4<f32>((_2_inputGreen.wyw * 9.0), _3_x.w); 66 _0_ok = _0_ok && all(_3_x == vec4<f32>(9.0, 9.0, 9.0, 2.0)); 67 _3_x = vec4<f32>((_3_x.zw * 2.0), _3_x.zw); 68 _0_ok = _0_ok && all(_3_x == vec4<f32>(18.0, 4.0, 9.0, 2.0)); 69 _3_x = (_1_inputRed * 5.0).yxwz; 70 _0_ok = _0_ok && all(_3_x == vec4<f32>(0.0, 5.0, 5.0, 0.0)); 71 _3_x = 2.0 + _1_inputRed; 72 _0_ok = _0_ok && all(_3_x == vec4<f32>(3.0, 2.0, 2.0, 3.0)); 73 _3_x = 10.0 - _2_inputGreen.ywxz; 74 _0_ok = _0_ok && all(_3_x == vec4<f32>(9.0, 9.0, 10.0, 10.0)); 75 _3_x = _1_inputRed.x + _2_inputGreen; 76 _0_ok = _0_ok && all(_3_x == vec4<f32>(1.0, 2.0, 1.0, 2.0)); 77 _3_x = vec4<f32>((8.0 * _2_inputGreen.wyw), _3_x.w); 78 _0_ok = _0_ok && all(_3_x == vec4<f32>(8.0, 8.0, 8.0, 2.0)); 79 _3_x = vec4<f32>((32.0 / _3_x.zw), _3_x.zw); 80 _0_ok = _0_ok && all(_3_x == vec4<f32>(4.0, 16.0, 8.0, 2.0)); 81 _3_x = (32.0 / _3_x).yxwz; 82 _0_ok = _0_ok && all(_3_x == vec4<f32>(2.0, 8.0, 16.0, 4.0)); 83 _3_x = _3_x + 2.0; 84 _3_x = _3_x * 2.0; 85 _3_x = _3_x - 4.0; 86 _3_x = _3_x * 0.5; 87 _0_ok = _0_ok && all(_3_x == vec4<f32>(2.0, 8.0, 16.0, 4.0)); 88 _3_x = _3_x + 2.0; 89 _3_x = _3_x * 2.0; 90 _3_x = _3_x - 4.0; 91 _3_x = _3_x * 0.5; 92 _0_ok = _0_ok && all(_3_x == vec4<f32>(2.0, 8.0, 16.0, 4.0)); 93 var _skTemp0: vec4<f32>; 94 var _skTemp1: bool; 95 if _0_ok { 96 let _skTemp2 = test_int_b(); 97 _skTemp1 = _skTemp2; 98 } else { 99 _skTemp1 = false; 100 } 101 if _skTemp1 { 102 _skTemp0 = _globalUniforms.colorGreen; 103 } else { 104 _skTemp0 = _globalUniforms.colorRed; 105 } 106 return _skTemp0; 107 } 108} 109@fragment fn main() -> FSOut { 110 var _stageOut: FSOut; 111 _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2<f32>()); 112 return _stageOut; 113} 114