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