blob: e785e15372c3fc21d26b64265a612f8f4e476d37 [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>,
};
@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
fn main(_skParam0: vec2<f32>) -> vec4<f32> {
let coords = _skParam0;
{
var result: f32 = 0.0;
let _skTemp0 = mat2x3<f32>(1.0, 0.0, 0.0, 0.0, 1.0, 0.0);
var g: mat3x3<f32> = mat3x3<f32>(_skTemp0[0][0], _skTemp0[0][1], _skTemp0[0][2], _skTemp0[1][0], _skTemp0[1][1], _skTemp0[1][2], 0.0, 0.0, 1.0);
result = result + g[0].x;
let _skTemp1 = mat3x2<f32>(1.0, 0.0, 0.0, 1.0, 0.0, 0.0);
var h: mat3x3<f32> = mat3x3<f32>(_skTemp1[0][0], _skTemp1[0][1], 0.0, _skTemp1[1][0], _skTemp1[1][1], 0.0, _skTemp1[2][0], _skTemp1[2][1], 1.0);
result = result + h[0].x;
let _skTemp2 = mat4x2<f32>(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0);
let _skTemp3 = mat4x3<f32>(_skTemp2[0][0], _skTemp2[0][1], 0.0, _skTemp2[1][0], _skTemp2[1][1], 0.0, _skTemp2[2][0], _skTemp2[2][1], 1.0, _skTemp2[3][0], _skTemp2[3][1], 0.0);
var i: mat4x4<f32> = mat4x4<f32>(_skTemp3[0][0], _skTemp3[0][1], _skTemp3[0][2], 0.0, _skTemp3[1][0], _skTemp3[1][1], _skTemp3[1][2], 0.0, _skTemp3[2][0], _skTemp3[2][1], _skTemp3[2][2], 0.0, _skTemp3[3][0], _skTemp3[3][1], _skTemp3[3][2], 1.0);
result = result + i[0].x;
let _skTemp4 = mat2x4<f32>(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0);
let _skTemp5 = mat3x4<f32>(_skTemp4[0][0], _skTemp4[0][1], _skTemp4[0][2], _skTemp4[0][3], _skTemp4[1][0], _skTemp4[1][1], _skTemp4[1][2], _skTemp4[1][3], 0.0, 0.0, 1.0, 0.0);
var j: mat4x4<f32> = mat4x4<f32>(_skTemp5[0][0], _skTemp5[0][1], _skTemp5[0][2], _skTemp5[0][3], _skTemp5[1][0], _skTemp5[1][1], _skTemp5[1][2], _skTemp5[1][3], _skTemp5[2][0], _skTemp5[2][1], _skTemp5[2][2], _skTemp5[2][3], 0.0, 0.0, 0.0, 1.0);
result = result + j[0].x;
let _skTemp6 = mat4x2<f32>(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0);
var k: mat2x4<f32> = mat2x4<f32>(_skTemp6[0][0], _skTemp6[0][1], 0.0, 0.0, _skTemp6[1][0], _skTemp6[1][1], 0.0, 0.0);
result = result + k[0].x;
let _skTemp7 = mat2x4<f32>(1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0);
var l: mat4x2<f32> = mat4x2<f32>(_skTemp7[0][0], _skTemp7[0][1], _skTemp7[1][0], _skTemp7[1][1], 0.0, 0.0, 0.0, 0.0);
result = result + l[0].x;
return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((result == 6.0)));
}
}
@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
var _stageOut: FSOut;
_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
return _stageOut;
}