| 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 main(_skAnonymous0: vec2<f32>) -> vec4<f32> { |
| { |
| var color: vec4<f32> = vec4<f32>(_globalUniforms.colorGreen) * 0.5; |
| color.w = 2.0; |
| color.y = color.y * 4.0; |
| color = vec4<f32>((color.yzw * vec3<f32>(0.5)), color.x).wxyz; |
| color = (color.zywx + vec4<f32>(0.25, 0.0, 0.0, 0.75)).wyxz; |
| color.x = color.x + (select(0.0, color.z, color.w <= 1.0)); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(all(color == vec4<f32>(1.0, 1.0, 0.25, 1.0)))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |