blob: ace0ab9071a25e4f30c6f0c5c9d7201795b4df6c [file] [log] [blame]
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>,
colorWhite: vec4<f32>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn out_half_vh(v: ptr<function, f32>) {
{
(*v) = _globalUniforms.colorWhite.x;
}
}
fn out_half2_vh2(v: ptr<function, vec2<f32>>) {
{
(*v) = vec2<f32>(_globalUniforms.colorWhite.y);
}
}
fn out_half3_vh3(v: ptr<function, vec3<f32>>) {
{
(*v) = vec3<f32>(_globalUniforms.colorWhite.z);
}
}
fn out_half4_vh4(v: ptr<function, vec4<f32>>) {
{
(*v) = vec4<f32>(_globalUniforms.colorWhite.w);
}
}
fn out_half2x2_vh22(v: ptr<function, mat2x2<f32>>) {
{
let _skTemp0 = _globalUniforms.colorWhite.x;
(*v) = mat2x2<f32>(_skTemp0, 0.0, 0.0, _skTemp0);
}
}
fn out_half3x3_vh33(v: ptr<function, mat3x3<f32>>) {
{
let _skTemp1 = _globalUniforms.colorWhite.y;
(*v) = mat3x3<f32>(_skTemp1, 0.0, 0.0, 0.0, _skTemp1, 0.0, 0.0, 0.0, _skTemp1);
}
}
fn out_half4x4_vh44(v: ptr<function, mat4x4<f32>>) {
{
let _skTemp2 = _globalUniforms.colorWhite.z;
(*v) = mat4x4<f32>(_skTemp2, 0.0, 0.0, 0.0, 0.0, _skTemp2, 0.0, 0.0, 0.0, 0.0, _skTemp2, 0.0, 0.0, 0.0, 0.0, _skTemp2);
}
}
fn out_int_vi(v: ptr<function, i32>) {
{
(*v) = i32(_globalUniforms.colorWhite.x);
}
}
fn out_int2_vi2(v: ptr<function, vec2<i32>>) {
{
(*v) = vec2<i32>(i32(_globalUniforms.colorWhite.y));
}
}
fn out_int3_vi3(v: ptr<function, vec3<i32>>) {
{
(*v) = vec3<i32>(i32(_globalUniforms.colorWhite.z));
}
}
fn out_int4_vi4(v: ptr<function, vec4<i32>>) {
{
(*v) = vec4<i32>(i32(_globalUniforms.colorWhite.w));
}
}
fn out_float_vf(v: ptr<function, f32>) {
{
(*v) = f32(_globalUniforms.colorWhite.x);
}
}
fn out_float2_vf2(v: ptr<function, vec2<f32>>) {
{
(*v) = vec2<f32>(f32(_globalUniforms.colorWhite.y));
}
}
fn out_float3_vf3(v: ptr<function, vec3<f32>>) {
{
(*v) = vec3<f32>(f32(_globalUniforms.colorWhite.z));
}
}
fn out_float4_vf4(v: ptr<function, vec4<f32>>) {
{
(*v) = vec4<f32>(f32(_globalUniforms.colorWhite.w));
}
}
fn out_float2x2_vf22(v: ptr<function, mat2x2<f32>>) {
{
let _skTemp3 = f32(_globalUniforms.colorWhite.x);
(*v) = mat2x2<f32>(_skTemp3, 0.0, 0.0, _skTemp3);
}
}
fn out_float3x3_vf33(v: ptr<function, mat3x3<f32>>) {
{
let _skTemp4 = f32(_globalUniforms.colorWhite.y);
(*v) = mat3x3<f32>(_skTemp4, 0.0, 0.0, 0.0, _skTemp4, 0.0, 0.0, 0.0, _skTemp4);
}
}
fn out_float4x4_vf44(v: ptr<function, mat4x4<f32>>) {
{
let _skTemp5 = f32(_globalUniforms.colorWhite.z);
(*v) = mat4x4<f32>(_skTemp5, 0.0, 0.0, 0.0, 0.0, _skTemp5, 0.0, 0.0, 0.0, 0.0, _skTemp5, 0.0, 0.0, 0.0, 0.0, _skTemp5);
}
}
fn out_bool_vb(v: ptr<function, bool>) {
{
(*v) = bool(_globalUniforms.colorWhite.x);
}
}
fn out_bool2_vb2(v: ptr<function, vec2<bool>>) {
{
(*v) = vec2<bool>(bool(_globalUniforms.colorWhite.y));
}
}
fn out_bool3_vb3(v: ptr<function, vec3<bool>>) {
{
(*v) = vec3<bool>(bool(_globalUniforms.colorWhite.z));
}
}
fn out_bool4_vb4(v: ptr<function, vec4<bool>>) {
{
(*v) = vec4<bool>(bool(_globalUniforms.colorWhite.w));
}
}
fn main(coords: vec2<f32>) -> vec4<f32> {
{
var h: f32;
var _skTemp6: f32;
out_half_vh(&_skTemp6);
h = _skTemp6;
var h2: vec2<f32>;
var _skTemp7: vec2<f32>;
out_half2_vh2(&_skTemp7);
h2 = _skTemp7;
var h3: vec3<f32>;
var _skTemp8: vec3<f32>;
out_half3_vh3(&_skTemp8);
h3 = _skTemp8;
var h4: vec4<f32>;
var _skTemp9: vec4<f32>;
out_half4_vh4(&_skTemp9);
h4 = _skTemp9;
var _skTemp10: f32;
out_half_vh(&_skTemp10);
h3.y = _skTemp10;
var _skTemp11: vec2<f32>;
out_half2_vh2(&_skTemp11);
h3 = vec3<f32>((_skTemp11), h3.y).xzy;
var _skTemp12: vec4<f32>;
out_half4_vh4(&_skTemp12);
h4 = (_skTemp12).zwxy;
var h2x2: mat2x2<f32>;
var _skTemp13: mat2x2<f32>;
out_half2x2_vh22(&_skTemp13);
h2x2 = _skTemp13;
var h3x3: mat3x3<f32>;
var _skTemp14: mat3x3<f32>;
out_half3x3_vh33(&_skTemp14);
h3x3 = _skTemp14;
var h4x4: mat4x4<f32>;
var _skTemp15: mat4x4<f32>;
out_half4x4_vh44(&_skTemp15);
h4x4 = _skTemp15;
var _skTemp16: vec3<f32>;
out_half3_vh3(&_skTemp16);
h3x3[1] = _skTemp16;
var _skTemp17: f32;
out_half_vh(&_skTemp17);
h4x4[3].w = _skTemp17;
var _skTemp18: f32;
out_half_vh(&_skTemp18);
h2x2[0].x = _skTemp18;
var i: i32;
var _skTemp19: i32;
out_int_vi(&_skTemp19);
i = _skTemp19;
var i2: vec2<i32>;
var _skTemp20: vec2<i32>;
out_int2_vi2(&_skTemp20);
i2 = _skTemp20;
var i3: vec3<i32>;
var _skTemp21: vec3<i32>;
out_int3_vi3(&_skTemp21);
i3 = _skTemp21;
var i4: vec4<i32>;
var _skTemp22: vec4<i32>;
out_int4_vi4(&_skTemp22);
i4 = _skTemp22;
var _skTemp23: vec3<i32>;
out_int3_vi3(&_skTemp23);
i4 = vec4<i32>((_skTemp23), i4.w).xyzw;
var _skTemp24: i32;
out_int_vi(&_skTemp24);
i2.y = _skTemp24;
var f: f32;
var _skTemp25: f32;
out_float_vf(&_skTemp25);
f = _skTemp25;
var f2: vec2<f32>;
var _skTemp26: vec2<f32>;
out_float2_vf2(&_skTemp26);
f2 = _skTemp26;
var f3: vec3<f32>;
var _skTemp27: vec3<f32>;
out_float3_vf3(&_skTemp27);
f3 = _skTemp27;
var f4: vec4<f32>;
var _skTemp28: vec4<f32>;
out_float4_vf4(&_skTemp28);
f4 = _skTemp28;
var _skTemp29: vec2<f32>;
out_float2_vf2(&_skTemp29);
f3 = vec3<f32>((_skTemp29), f3.z).xyz;
var _skTemp30: f32;
out_float_vf(&_skTemp30);
f2.x = _skTemp30;
var f2x2: mat2x2<f32>;
var _skTemp31: mat2x2<f32>;
out_float2x2_vf22(&_skTemp31);
f2x2 = _skTemp31;
var f3x3: mat3x3<f32>;
var _skTemp32: mat3x3<f32>;
out_float3x3_vf33(&_skTemp32);
f3x3 = _skTemp32;
var f4x4: mat4x4<f32>;
var _skTemp33: mat4x4<f32>;
out_float4x4_vf44(&_skTemp33);
f4x4 = _skTemp33;
var _skTemp34: f32;
out_float_vf(&_skTemp34);
f2x2[0].x = _skTemp34;
var b: bool;
var _skTemp35: bool;
out_bool_vb(&_skTemp35);
b = _skTemp35;
var b2: vec2<bool>;
var _skTemp36: vec2<bool>;
out_bool2_vb2(&_skTemp36);
b2 = _skTemp36;
var b3: vec3<bool>;
var _skTemp37: vec3<bool>;
out_bool3_vb3(&_skTemp37);
b3 = _skTemp37;
var b4: vec4<bool>;
var _skTemp38: vec4<bool>;
out_bool4_vb4(&_skTemp38);
b4 = _skTemp38;
var _skTemp39: vec2<bool>;
out_bool2_vb2(&_skTemp39);
b4 = vec4<bool>((_skTemp39), b4.yz).xzwy;
var _skTemp40: bool;
out_bool_vb(&_skTemp40);
b3.z = _skTemp40;
var ok: bool = true;
ok = ok && 1.0 == (((((h * h2.x) * h3.x) * h4.x) * h2x2[0].x) * h3x3[0].x) * h4x4[0].x;
ok = ok && 1.0 == (((((f * f2.x) * f3.x) * f4.x) * f2x2[0].x) * f3x3[0].x) * f4x4[0].x;
ok = ok && 1 == ((i * i2.x) * i3.x) * i4.x;
ok = ok && (((b && b2.x) && b3.x) && b4.x);
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok));
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}