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1struct FSIn {
2    @builtin(front_facing) sk_Clockwise: bool,
3};
4struct FSOut {
5    @location(0) sk_FragColor: vec4<f32>,
6};
7struct _GlobalUniforms {
8    colorGreen: vec4<f32>,
9    colorRed: vec4<f32>,
10    h: f32,
11    f: f32,
12};
13@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
14fn mat2x2f32_diagonal(x: f32) -> mat2x2<f32> {
15    return mat2x2<f32>(x, 0.0, 0.0, x);
16}
17fn mat4x4f32_diagonal(x: f32) -> mat4x4<f32> {
18    return mat4x4<f32>(x, 0.0, 0.0, 0.0, 0.0, x, 0.0, 0.0, 0.0, 0.0, x, 0.0, 0.0, 0.0, 0.0, x);
19}
20fn main() -> vec4<f32> {
21    var ok: bool = true;
22    ok = ok && all(mat2x2f32_diagonal(2.0) * vec2<f32>(_globalUniforms.f) == vec2<f32>(2.0 * _globalUniforms.f));
23    ok = ok && all(mat4x4f32_diagonal(2.0) * vec4<f32>(_globalUniforms.h) == vec4<f32>(2.0 * _globalUniforms.h));
24    return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(ok));
25}
26@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
27    var _stageOut: FSOut;
28    _stageOut.sk_FragColor = main();
29    return _stageOut;
30}
31