blob: 4eaf03cd73ebbcbea7a8d7b69fdb9fa482980944 [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>,
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 expectedVec: vec4<f32> = vec4<f32>(1.0, 0.0, 0.0, 0.0);
let _skTemp0 = sign(_globalUniforms.inputVal.x);
let _skTemp1 = normalize(_globalUniforms.inputVal.xy);
let _skTemp2 = normalize(_globalUniforms.inputVal.xyz);
let _skTemp3 = normalize(_globalUniforms.inputVal);
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((_skTemp0 == expectedVec.x) && all(_skTemp1 == expectedVec.xy)) && all(_skTemp2 == expectedVec.xyz)) && all(_skTemp3 == expectedVec)) && (1.0 == expectedVec.x)) && all(vec2<f32>(0.0, 1.0) == expectedVec.yx)) && all(vec3<f32>(0.0, 1.0, 0.0) == expectedVec.zxy)) && all(vec4<f32>(1.0, 0.0, 0.0, 0.0) == expectedVec)));
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}