| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| testInputs: vec4<f32>, |
| colorBlack: vec4<f32>, |
| colorGreen: vec4<f32>, |
| colorRed: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var _0_v: vec4<f32> = _globalUniforms.testInputs; |
| var _1_i: vec4<i32> = vec4<i32>(_globalUniforms.colorBlack); |
| let _skTemp0 = _1_i.x; |
| var _2_x: f32 = _0_v[_skTemp0]; |
| let _skTemp1 = _1_i.y; |
| var _3_y: f32 = _0_v[_skTemp1]; |
| let _skTemp2 = _1_i.z; |
| var _4_z: f32 = _0_v[_skTemp2]; |
| let _skTemp3 = _1_i.w; |
| var _5_w: f32 = _0_v[_skTemp3]; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(all(vec4<f32>(_2_x, _3_y, _4_z, _5_w) == vec4<f32>(-1.25, -1.25, -1.25, 0.0)))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |