| 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 foo_ff2(_skParam0: vec2<f32>) -> f32 { |
| let v = _skParam0; |
| { |
| return v.x * v.y; |
| } |
| } |
| fn bar_vf(_skParam0: ptr<function, f32>) { |
| let x = _skParam0; |
| { |
| var y: array<f32, 2>; |
| y[0] = (*x); |
| y[1] = (*x) * 2.0; |
| let _skTemp0 = foo_ff2(vec2<f32>(y[0], y[1])); |
| (*x) = _skTemp0; |
| } |
| } |
| fn main(_skParam0: vec2<f32>) -> vec4<f32> { |
| let coords = _skParam0; |
| { |
| var x: f32 = 10.0; |
| var _skTemp1: f32 = x; |
| bar_vf(&_skTemp1); |
| x = _skTemp1; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((x == 200.0))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |