blob: c4509cb19fbd31e9ff77a6a6f4549dc4ee29403e [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 {
colorGreen: vec4<f32>,
colorRed: vec4<f32>,
unknownInput: f32,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn main(_skParam0: vec2<f32>) -> vec4<f32> {
let coords = _skParam0;
{
var x: f32 = 1.0;
var y: f32 = 2.0;
var z: i32 = 3;
x = (x - x) + ((y * x) * x) * (y - x);
y = (x / y) / x;
z = ((((z / 2) % 3) << 4) >> 2) << 1;
var b: bool = ((x > 4.0) == (x < 2.0)) || ((2.0 >= _globalUniforms.unknownInput) && (y <= x));
var c: bool = _globalUniforms.unknownInput > 2.0;
var d: bool = b != c;
var e: bool = b && c;
var f: bool = b || c;
x = x + 12.0;
x = x - 12.0;
y = y * 0.1;
x = x * y;
z = z | 0;
z = z & -1;
z = z ^ 0;
z = z >> 2;
z = z << 4;
z = z % 5;
x = f32(6);
y = f32(6.0);
z = i32(6);
var w: vec2<i32> = vec2<i32>(~5);
w = ~w;
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(((((w.x == 5) && (w.y == 5)) && (x == 6.0)) && (y == 6.0)) && (z == 6)));
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}