| 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; |
| struct S { |
| i: i32, |
| }; |
| fn fnGreen_h4bf2(b: bool, _skAnonymous0: vec2<f32>) -> vec4<f32> { |
| { |
| return _globalUniforms.colorGreen; |
| } |
| } |
| fn fnRed_h4ifS(_skAnonymous1: i32, f: f32, _skAnonymous2: S) -> vec4<f32> { |
| { |
| return _globalUniforms.colorRed; |
| } |
| } |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var _skTemp3: vec4<f32>; |
| if bool(_globalUniforms.colorGreen.y) { |
| let _skTemp4 = fnGreen_h4bf2(true, coords); |
| _skTemp3 = _skTemp4; |
| } else { |
| let _skTemp5 = fnRed_h4ifS(123, 3.14, S(0)); |
| _skTemp3 = _skTemp5; |
| } |
| return _skTemp3; |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |