blob: d02f2dec8ad2e5bfe86024ccd4fc638210e81c7b [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 {
testInputs: vec4<f32>,
colorGreen: vec4<f32>,
colorRed: vec4<f32>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn main(_skParam0: vec2<f32>) -> vec4<f32> {
let coords = _skParam0;
{
var expected: vec4<i32> = vec4<i32>(1, 0, 0, 2);
let _skTemp0 = abs(i32(_globalUniforms.testInputs.x));
let _skTemp1 = abs(vec2<i32>(_globalUniforms.testInputs.xy));
let _skTemp2 = abs(vec3<i32>(_globalUniforms.testInputs.xyz));
let _skTemp3 = abs(vec4<i32>(_globalUniforms.testInputs));
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((_skTemp0 == expected.x) && all(_skTemp1 == expected.xy)) && all(_skTemp2 == expected.xyz)) && all(_skTemp3 == expected)) && (1 == expected.x)) && all(vec2<i32>(1, 0) == expected.xy)) && all(vec3<i32>(1, 0, 0) == expected.xyz)) && all(vec4<i32>(1, 0, 0, 2) == expected)));
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}