| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct S { |
| rgb: array<f32, 3>, |
| a: f32, |
| }; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var s: S; |
| s.rgb[0] = 0.0; |
| s.rgb[1] = 1.0; |
| s.rgb[2] = 0.0; |
| s.a = 1.0; |
| return vec4<f32>(s.rgb[0], s.rgb[1], s.rgb[2], s.a); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |