| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| f: mat2x2<f32>, |
| h: mat2x2<f32>, |
| }; |
| @binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms; |
| fn main(_stageOut: ptr<function, FSOut>) { |
| { |
| (*_stageOut).sk_FragColor = (vec4<f32>(_globalUniforms.h[0], _globalUniforms.h[1]) + vec4<f32>(vec4<f32>(_globalUniforms.f[0], _globalUniforms.f[1]))) + vec4<f32>(vec4<f32>(vec4<f32>(_globalUniforms.h[0], _globalUniforms.h[1])) + vec4<f32>(_globalUniforms.f[0], _globalUniforms.f[1])); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| main(&_stageOut); |
| return _stageOut; |
| } |