| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| unknownInput: f32, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var b: bool = bool(_globalUniforms.unknownInput); |
| var b4: vec4<bool> = vec4<bool>(b); |
| b4 = vec4<bool>(vec2<bool>(b), false, true); |
| b4 = vec4<bool>(false, b, true, false); |
| b4 = vec4<bool>(false, b, false, b); |
| return vec4<f32>(b4); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |