| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| colorWhite: vec4<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(coords: vec2<f32>) -> vec4<f32> { |
| { |
| var colorBlue: vec4<f32> = vec4<f32>(0.0, 0.0, _globalUniforms.colorWhite.zw); |
| var colorGreen: vec4<f32> = vec4<f32>(0.0, _globalUniforms.colorWhite.y, 0.0, _globalUniforms.colorWhite.w); |
| var colorRed: vec4<f32> = vec4<f32>(_globalUniforms.colorWhite.x, 0.0, 0.0, _globalUniforms.colorWhite.w); |
| var result: vec4<f32> = select((select(_globalUniforms.colorWhite, colorBlue, vec4<bool>(any(colorRed != colorGreen)))), (select(colorGreen, colorRed, vec4<bool>(all(colorGreen == colorRed)))), vec4<bool>(any(_globalUniforms.colorWhite != colorBlue))); |
| return select((select((select(colorRed, colorBlue, vec4<bool>(all(colorRed == _globalUniforms.colorWhite)))), result, vec4<bool>(any(colorRed != colorGreen)))), _globalUniforms.colorWhite, vec4<bool>(all(colorRed == colorBlue))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |