blob: 166e37b0a8af69df9ecc825c984f0d43bb1a4980 [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 {
inputVal: vec4<f32>,
expected: 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;
{
let _skTemp0 = acosh(_globalUniforms.inputVal.x);
let _skTemp1 = acosh(_globalUniforms.inputVal.xy);
let _skTemp2 = acosh(_globalUniforms.inputVal.xyz);
let _skTemp3 = acosh(_globalUniforms.inputVal);
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((_skTemp0 == _globalUniforms.expected.x) && all(_skTemp1 == _globalUniforms.expected.xy)) && all(_skTemp2 == _globalUniforms.expected.xyz)) && all(_skTemp3 == _globalUniforms.expected)) && (0.0 == _globalUniforms.expected.x)) && all(vec2<f32>(0.0) == _globalUniforms.expected.xy)) && all(vec3<f32>(0.0, 0.0, 1.0) == _globalUniforms.expected.xyz)) && all(vec4<f32>(0.0, 0.0, 1.0, 2.0) == _globalUniforms.expected)));
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}