blob: 48bd08d5c5371eee9278b046d4a09e046a60c12a [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>,
testMatrix2x2: mat2x2<f32>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn main(_skAnonymous0: vec2<f32>) -> vec4<f32> {
{
var ok: bool = true;
var i: i32 = 5;
i = i + i32(1);
ok = ok && i == 6;
var _skTemp1: bool;
if ok {
i = i + i32(1);
_skTemp1 = i == 7;
} else {
_skTemp1 = false;
}
ok = _skTemp1;
var _skTemp2: bool;
if ok {
i = i - i32(1);
_skTemp2 = i == 6;
} else {
_skTemp2 = false;
}
ok = _skTemp2;
i = i - i32(1);
ok = ok && i == 5;
var f: f32 = 0.5;
f = f + f32(1);
ok = ok && f == 1.5;
var _skTemp3: bool;
if ok {
f = f + f32(1);
_skTemp3 = f == 2.5;
} else {
_skTemp3 = false;
}
ok = _skTemp3;
var _skTemp4: bool;
if ok {
f = f - f32(1);
_skTemp4 = f == 1.5;
} else {
_skTemp4 = false;
}
ok = _skTemp4;
f = f - f32(1);
ok = ok && f == 0.5;
var f2: vec2<f32> = vec2<f32>(0.5);
f2.x = f2.x + f32(1);
ok = ok && f2.x == 1.5;
var _skTemp5: bool;
if ok {
f2.x = f2.x + f32(1);
_skTemp5 = f2.x == 2.5;
} else {
_skTemp5 = false;
}
ok = _skTemp5;
var _skTemp6: bool;
if ok {
f2.x = f2.x - f32(1);
_skTemp6 = f2.x == 1.5;
} else {
_skTemp6 = false;
}
ok = _skTemp6;
f2.x = f2.x - f32(1);
ok = ok && f2.x == 0.5;
ok = ok && !(_globalUniforms.colorGreen.x == 1.0);
ok = ok && -1.0 == -_globalUniforms.colorGreen.y;
ok = ok && all(vec4<f32>(0.0, -1.0, 0.0, -1.0) == -_globalUniforms.colorGreen);
let _skTemp7 = mat2x2<f32>(-1.0, -2.0, -3.0, -4.0);
let _skTemp8 = (-1.0 * _globalUniforms.testMatrix2x2);
ok = ok && (all(_skTemp7[0] == _skTemp8[0]) && all(_skTemp7[1] == _skTemp8[1]));
var iv: vec2<i32> = vec2<i32>(i, -i);
ok = ok && -i == -5;
ok = ok && all(-iv == vec2<i32>(-5, 5));
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;
}