| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var test1: array<f32, 4> = array<f32, 4>(1.0, 2.0, 3.0, 4.0); |
| var test2: array<vec2<f32>, 2> = array<vec2<f32>, 2>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)); |
| var test3: array<mat4x4<f32>, 1> = array<mat4x4<f32>, 1>(mat4x4<f32>(16.0, 0.0, 0.0, 0.0, 0.0, 16.0, 0.0, 0.0, 0.0, 0.0, 16.0, 0.0, 0.0, 0.0, 0.0, 16.0)); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((test1[3] + test2[1].y) + test3[0][3].w == 24.0)); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |