| 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; |
| } |