| 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 swizzle_lvalue_h2hhh2h(x: f32, y: f32, color: ptr<function, vec2<f32>>, z: f32) -> vec2<f32> { |
| { |
| (*color) = ((*color)).yx; |
| return vec2<f32>(x + y, z); |
| } |
| } |
| fn func_vh4(color: ptr<function, vec4<f32>>) { |
| { |
| var _skTemp0: vec2<f32> = (*color).xz; |
| let _skTemp1 = swizzle_lvalue_h2hhh2h(1.0, 2.0, &_skTemp0, 5.0); |
| (*color) = vec4<f32>((_skTemp0), (*color).yw).xzyw; |
| var t: vec2<f32> = _skTemp1; |
| (*color) = vec4<f32>((t), (*color).xz).zxwy; |
| } |
| } |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var result: vec4<f32> = vec4<f32>(0.0, 1.0, 2.0, 3.0); |
| var _skTemp2: vec4<f32> = result; |
| func_vh4(&_skTemp2); |
| result = _skTemp2; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(all(result == vec4<f32>(2.0, 3.0, 0.0, 5.0)))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |