| 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(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var v: vec4<bool> = vec4<bool>(bool(_globalUniforms.colorGreen.y)); |
| var result: vec4<bool> = vec4<bool>(v.x, true, true, true); |
| result = vec4<bool>(v.xy, false, true); |
| result = vec4<bool>(v.x, true, true, false); |
| result = vec4<bool>(false, v.y, true, true); |
| result = vec4<bool>(v.xyz, true); |
| result = vec4<bool>(v.xy, true, true); |
| result = vec4<bool>(v.x, false, v.z, true); |
| result = vec4<bool>(v.x, true, false, false); |
| result = vec4<bool>(true, v.yz, false); |
| result = vec4<bool>(false, v.y, true, false); |
| result = vec4<bool>(true, true, v.z, false); |
| result = v; |
| result = vec4<bool>(v.xyz, true); |
| result = vec4<bool>(v.xy, false, v.w); |
| result = vec4<bool>(v.xy, true, false); |
| result = vec4<bool>(v.x, true, v.zw); |
| result = vec4<bool>(v.x, false, v.z, true); |
| result = vec4<bool>(v.x, true, true, v.w); |
| result = vec4<bool>(v.x, true, false, true); |
| result = vec4<bool>(true, v.yzw); |
| result = vec4<bool>(false, v.yz, true); |
| result = vec4<bool>(false, v.y, true, v.w); |
| result = vec4<bool>(true, v.y, true, true); |
| result = vec4<bool>(false, false, v.zw); |
| result = vec4<bool>(false, false, v.z, true); |
| result = vec4<bool>(false, true, true, v.w); |
| let _skTemp0 = any(result); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(_skTemp0)); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |