blob: 073c3988520c2e8355d13c1bd1d1e60cafcbd3e5 [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>,
};
@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;
}