| struct FSIn { |
| @builtin(front_facing) sk_Clockwise: bool, |
| @builtin(position) sk_FragCoord: vec4<f32>, |
| }; |
| struct FSOut { |
| @location(0) sk_FragColor: vec4<f32>, |
| }; |
| struct _GlobalUniforms { |
| 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 f: array<f32, 4> = array<f32, 4>(1.0, 2.0, 3.0, 4.0); |
| var h: array<f32, 4> = f; |
| f = h; |
| h = f; |
| var i3: array<vec3<i32>, 3> = array<vec3<i32>, 3>(vec3<i32>(1), vec3<i32>(2), vec3<i32>(3)); |
| var s3: array<vec3<i32>, 3> = i3; |
| i3 = s3; |
| s3 = i3; |
| var h2x2: array<mat2x2<f32>, 2> = array<mat2x2<f32>, 2>(mat2x2<f32>(1.0, 2.0, 3.0, 4.0), mat2x2<f32>(5.0, 6.0, 7.0, 8.0)); |
| var f2x2: array<mat2x2<f32>, 2> = h2x2; |
| f2x2 = h2x2; |
| h2x2 = f2x2; |
| let _skTemp0 = h; |
| let _skTemp1 = s3; |
| let _skTemp2 = h2x2; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((f[0] == _skTemp0[0]) && (f[1] == _skTemp0[1]) && (f[2] == _skTemp0[2]) && (f[3] == _skTemp0[3])) && (all(i3[0] == _skTemp1[0]) && all(i3[1] == _skTemp1[1]) && all(i3[2] == _skTemp1[2]))) && ((all(f2x2[0][0] == _skTemp2[0][0]) && all(f2x2[0][1] == _skTemp2[0][1])) && (all(f2x2[1][0] == _skTemp2[1][0]) && all(f2x2[1][1] == _skTemp2[1][1]))))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |