blob: c0f2b5d000eaba2b8413e22425111121749acec0 [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 {
pos1: vec4<f32>,
pos2: 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<f32> = vec4<f32>(3.0, 3.0, 5.0, 13.0);
let _skTemp0 = distance(_globalUniforms.pos1.x, _globalUniforms.pos2.x);
let _skTemp1 = distance(_globalUniforms.pos1.xy, _globalUniforms.pos2.xy);
let _skTemp2 = distance(_globalUniforms.pos1.xyz, _globalUniforms.pos2.xyz);
let _skTemp3 = distance(_globalUniforms.pos1, _globalUniforms.pos2);
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((_skTemp0 == expected.x) && (_skTemp1 == expected.y)) && (_skTemp2 == expected.z)) && (_skTemp3 == expected.w)) && (3.0 == expected.x)) && (3.0 == expected.y)) && (5.0 == expected.z)) && (13.0 == expected.w)));
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}