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 f1: f32, 8*c8dee2aaSAndroid Build Coastguard Worker f2: f32, 9*c8dee2aaSAndroid Build Coastguard Worker f3: f32, 10*c8dee2aaSAndroid Build Coastguard Worker h1: f32, 11*c8dee2aaSAndroid Build Coastguard Worker h2: f32, 12*c8dee2aaSAndroid Build Coastguard Worker h3: f32, 13*c8dee2aaSAndroid Build Coastguard Worker v1: vec2<f32>, 14*c8dee2aaSAndroid Build Coastguard Worker v2: vec2<f32>, 15*c8dee2aaSAndroid Build Coastguard Worker v3: vec2<f32>, 16*c8dee2aaSAndroid Build Coastguard Worker hv1: vec2<f32>, 17*c8dee2aaSAndroid Build Coastguard Worker hv2: vec2<f32>, 18*c8dee2aaSAndroid Build Coastguard Worker hv3: vec2<f32>, 19*c8dee2aaSAndroid Build Coastguard Worker m1: mat2x2<f32>, 20*c8dee2aaSAndroid Build Coastguard Worker m2: mat2x2<f32>, 21*c8dee2aaSAndroid Build Coastguard Worker m3: mat2x2<f32>, 22*c8dee2aaSAndroid Build Coastguard Worker hm1: mat2x2<f32>, 23*c8dee2aaSAndroid Build Coastguard Worker hm2: mat2x2<f32>, 24*c8dee2aaSAndroid Build Coastguard Worker hm3: mat2x2<f32>, 25*c8dee2aaSAndroid Build Coastguard Worker colorGreen: vec4<f32>, 26*c8dee2aaSAndroid Build Coastguard Worker colorRed: vec4<f32>, 27*c8dee2aaSAndroid Build Coastguard Worker}; 28*c8dee2aaSAndroid Build Coastguard Worker@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; 29*c8dee2aaSAndroid Build Coastguard Workerfn _skslMain() -> vec4<f32> { 30*c8dee2aaSAndroid Build Coastguard Worker { 31*c8dee2aaSAndroid Build Coastguard Worker var ok: bool = true; 32*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (_globalUniforms.f1 == _globalUniforms.f2); 33*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (_globalUniforms.h1 == _globalUniforms.h2); 34*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (_globalUniforms.f1 == f32(_globalUniforms.h2)); 35*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (f32(_globalUniforms.h1) == _globalUniforms.f2); 36*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (_globalUniforms.f1 != _globalUniforms.f3); 37*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (_globalUniforms.h1 != _globalUniforms.h3); 38*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (_globalUniforms.f1 != f32(_globalUniforms.h3)); 39*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (f32(_globalUniforms.h1) != _globalUniforms.f3); 40*c8dee2aaSAndroid Build Coastguard Worker ok = ok && all(_globalUniforms.v1 == _globalUniforms.v2); 41*c8dee2aaSAndroid Build Coastguard Worker ok = ok && all(_globalUniforms.hv1 == _globalUniforms.hv2); 42*c8dee2aaSAndroid Build Coastguard Worker ok = ok && all(_globalUniforms.v1 == vec2<f32>(_globalUniforms.hv2)); 43*c8dee2aaSAndroid Build Coastguard Worker ok = ok && all(vec2<f32>(_globalUniforms.hv1) == _globalUniforms.v2); 44*c8dee2aaSAndroid Build Coastguard Worker ok = ok && any(_globalUniforms.v1 != _globalUniforms.v3); 45*c8dee2aaSAndroid Build Coastguard Worker ok = ok && any(_globalUniforms.hv1 != _globalUniforms.hv3); 46*c8dee2aaSAndroid Build Coastguard Worker ok = ok && any(_globalUniforms.v1 != vec2<f32>(_globalUniforms.hv3)); 47*c8dee2aaSAndroid Build Coastguard Worker ok = ok && any(vec2<f32>(_globalUniforms.hv1) != _globalUniforms.v3); 48*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(_globalUniforms.m1[0] == _globalUniforms.m2[0]) && all(_globalUniforms.m1[1] == _globalUniforms.m2[1])); 49*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(_globalUniforms.hm1[0] == _globalUniforms.hm2[0]) && all(_globalUniforms.hm1[1] == _globalUniforms.hm2[1])); 50*c8dee2aaSAndroid Build Coastguard Worker let _skTemp0 = mat2x2<f32>(_globalUniforms.hm2); 51*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(_globalUniforms.m1[0] == _skTemp0[0]) && all(_globalUniforms.m1[1] == _skTemp0[1])); 52*c8dee2aaSAndroid Build Coastguard Worker let _skTemp1 = mat2x2<f32>(_globalUniforms.hm1); 53*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (all(_skTemp1[0] == _globalUniforms.m2[0]) && all(_skTemp1[1] == _globalUniforms.m2[1])); 54*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (any(_globalUniforms.m1[0] != _globalUniforms.m3[0]) || any(_globalUniforms.m1[1] != _globalUniforms.m3[1])); 55*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (any(_globalUniforms.hm1[0] != _globalUniforms.hm3[0]) || any(_globalUniforms.hm1[1] != _globalUniforms.hm3[1])); 56*c8dee2aaSAndroid Build Coastguard Worker let _skTemp2 = mat2x2<f32>(_globalUniforms.hm3); 57*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (any(_globalUniforms.m1[0] != _skTemp2[0]) || any(_globalUniforms.m1[1] != _skTemp2[1])); 58*c8dee2aaSAndroid Build Coastguard Worker let _skTemp3 = mat2x2<f32>(_globalUniforms.hm1); 59*c8dee2aaSAndroid Build Coastguard Worker ok = ok && (any(_skTemp3[0] != _globalUniforms.m3[0]) || any(_skTemp3[1] != _globalUniforms.m3[1])); 60*c8dee2aaSAndroid Build Coastguard Worker return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok)); 61*c8dee2aaSAndroid Build Coastguard Worker } 62*c8dee2aaSAndroid Build Coastguard Worker} 63*c8dee2aaSAndroid Build Coastguard Worker@fragment fn main() -> FSOut { 64*c8dee2aaSAndroid Build Coastguard Worker var _stageOut: FSOut; 65*c8dee2aaSAndroid Build Coastguard Worker _stageOut.sk_FragColor = _skslMain(); 66*c8dee2aaSAndroid Build Coastguard Worker return _stageOut; 67*c8dee2aaSAndroid Build Coastguard Worker} 68