| 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; |
| { |
| const expected: vec4<f32> = vec4<f32>(0.75, 0.0, 0.75, 0.25); |
| let _skTemp0 = fract(_globalUniforms.testInputs.x); |
| let _skTemp1 = fract(_globalUniforms.testInputs.xy); |
| let _skTemp2 = fract(_globalUniforms.testInputs.xyz); |
| let _skTemp3 = fract(_globalUniforms.testInputs); |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((_skTemp0 == 0.75) && all(_skTemp1 == vec2<f32>(0.75, 0.0))) && all(_skTemp2 == vec3<f32>(0.75, 0.0, 0.75))) && all(_skTemp3 == expected))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |