| 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 x: f32 = 1.0; |
| var y: f32 = 1.0; |
| var _skTemp0: f32; |
| if x == y { |
| x = x + 1.0; |
| _skTemp0 = x; |
| } else { |
| y = y + 1.0; |
| _skTemp0 = y; |
| } |
| var _skTemp1: f32; |
| if x == y { |
| x = x + 3.0; |
| _skTemp1 = x; |
| } else { |
| y = y + 3.0; |
| _skTemp1 = y; |
| } |
| var _skTemp2: f32; |
| if x < y { |
| x = x + 5.0; |
| _skTemp2 = x; |
| } else { |
| y = y + 5.0; |
| _skTemp2 = y; |
| } |
| var _skTemp3: f32; |
| if y >= x { |
| x = x + 9.0; |
| _skTemp3 = x; |
| } else { |
| y = y + 9.0; |
| _skTemp3 = y; |
| } |
| var _skTemp4: f32; |
| if x != y { |
| x = x + 1.0; |
| _skTemp4 = x; |
| } else { |
| _skTemp4 = y; |
| } |
| var _skTemp5: f32; |
| if x == y { |
| x = x + 2.0; |
| _skTemp5 = x; |
| } else { |
| _skTemp5 = y; |
| } |
| var _skTemp6: f32; |
| if x != y { |
| _skTemp6 = x; |
| } else { |
| y = y + 3.0; |
| _skTemp6 = y; |
| } |
| var _skTemp7: f32; |
| if x == y { |
| _skTemp7 = x; |
| } else { |
| y = y + 4.0; |
| _skTemp7 = y; |
| } |
| var b: bool = true; |
| var _skTemp8: bool; |
| b = false; |
| if b { |
| _skTemp8 = false; |
| } else { |
| _skTemp8 = b; |
| } |
| var c: bool = _skTemp8; |
| return select((select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>((x == 8.0) && (y == 17.0)))), _globalUniforms.colorRed, vec4<bool>(c)); |
| } |
| } |
| @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { |
| var _stageOut: FSOut; |
| _stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy); |
| return _stageOut; |
| } |