| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorRed: vec4<f32>, |
| colorGreen: vec4<f32>, |
| colorWhite: vec4<f32>, |
| colorBlack: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn setToColorBlack_vh4(x: ptr<function, vec4<f32>>) { |
| { |
| (*x) = _globalUniforms.colorBlack; |
| } |
| } |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var a: vec4<f32>; |
| var b: vec4<f32>; |
| var c: vec4<f32>; |
| var d: vec4<f32>; |
| b = _globalUniforms.colorRed; |
| c = _globalUniforms.colorGreen; |
| var _skTemp0: vec4<f32>; |
| setToColorBlack_vh4(&_skTemp0); |
| d = _skTemp0; |
| a = _globalUniforms.colorWhite; |
| a = a * a; |
| b = b * b; |
| c = c * c; |
| d = d * d; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((all(a == _globalUniforms.colorWhite) && all(b == _globalUniforms.colorRed)) && all(c == _globalUniforms.colorGreen)) && all(d == _globalUniforms.colorBlack))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |