| 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: f32 = f32(_globalUniforms.colorGreen.y); |
| var i: i32 = i32(_globalUniforms.colorGreen.y); |
| var b: bool = bool(_globalUniforms.colorGreen.y); |
| var f1: f32 = f; |
| var f2: f32 = f32(i); |
| var f3: f32 = f32(b); |
| var i1: i32 = i32(f); |
| var i2: i32 = i; |
| var i3: i32 = i32(b); |
| var b1: bool = bool(f); |
| var b2: bool = bool(i); |
| var b3: bool = b; |
| return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((((((((((f32(f1) + f32(f2)) + f32(f3)) + f32(i1)) + f32(i2)) + f32(i3)) + f32(b1)) + f32(b2)) + f32(b3)) == 9.0))); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |