diagnostic(off, derivative_uniformity); diagnostic(off, chromium.unreachable_code); struct FSOut { @location(0) sk_FragColor: vec4, }; struct _GlobalUniforms { colorGreen: vec4, colorRed: vec4, }; @binding(0) @group(0) var _globalUniforms: _GlobalUniforms; fn mat3_inverse(m: mat3x3) -> mat3x3 { let a00 = m[0].x; let a01 = m[0].y; let a02 = m[0].z; let a10 = m[1].x; let a11 = m[1].y; let a12 = m[1].z; let a20 = m[2].x; let a21 = m[2].y; let a22 = m[2].z; let b01 = a22*a11 - a12*a21; let b11 = -a22*a10 + a12*a20; let b21 = a21*a10 - a11*a20; let det = a00*b01 + a01*b11 + a02*b21; return mat3x3(b01, (-a22*a01 + a02*a21), ( a12*a01 - a02*a11), b11, ( a22*a00 - a02*a20), (-a12*a00 + a02*a10), b21, (-a21*a00 + a01*a20), ( a11*a00 - a01*a10)) * (1/det); } fn mat2_inverse(m: mat2x2) -> mat2x2 { return mat2x2(m[1].y, -m[0].y, -m[1].x, m[0].x) * (1/determinant(m)); } fn mat4_inverse(m: mat4x4) -> mat4x4{ let a00 = m[0].x; let a01 = m[0].y; let a02 = m[0].z; let a03 = m[0].w; let a10 = m[1].x; let a11 = m[1].y; let a12 = m[1].z; let a13 = m[1].w; let a20 = m[2].x; let a21 = m[2].y; let a22 = m[2].z; let a23 = m[2].w; let a30 = m[3].x; let a31 = m[3].y; let a32 = m[3].z; let a33 = m[3].w; let b00 = a00*a11 - a01*a10; let b01 = a00*a12 - a02*a10; let b02 = a00*a13 - a03*a10; let b03 = a01*a12 - a02*a11; let b04 = a01*a13 - a03*a11; let b05 = a02*a13 - a03*a12; let b06 = a20*a31 - a21*a30; let b07 = a20*a32 - a22*a30; let b08 = a20*a33 - a23*a30; let b09 = a21*a32 - a22*a31; let b10 = a21*a33 - a23*a31; let b11 = a22*a33 - a23*a32; let det = b00*b11 - b01*b10 + b02*b09 + b03*b08 - b04*b07 + b05*b06; return mat4x4(a11*b11 - a12*b10 + a13*b09, a02*b10 - a01*b11 - a03*b09, a31*b05 - a32*b04 + a33*b03, a22*b04 - a21*b05 - a23*b03, a12*b08 - a10*b11 - a13*b07, a00*b11 - a02*b08 + a03*b07, a32*b02 - a30*b05 - a33*b01, a20*b05 - a22*b02 + a23*b01, a10*b10 - a11*b08 + a13*b06, a01*b08 - a00*b10 - a03*b06, a30*b04 - a31*b02 + a33*b00, a21*b02 - a20*b04 - a23*b00, a11*b07 - a10*b09 - a12*b06, a00*b09 - a01*b07 + a02*b06, a31*b01 - a30*b03 - a32*b00, a20*b03 - a21*b01 + a22*b00) * (1/det); } fn _skslMain(xy: vec2) -> vec4 { { const matrix2x2: mat2x2 = mat2x2(1.0, 2.0, 3.0, 4.0); const inv2x2: mat2x2 = mat2x2(-2.0, 1.0, 1.5, -0.5); const inv3x3: mat3x3 = mat3x3(-24.0, 18.0, 5.0, 20.0, -15.0, -4.0, -5.0, 4.0, 1.0); const inv4x4: mat4x4 = mat4x4(-2.0, -0.5, 1.0, 0.5, 1.0, 0.5, 0.0, -0.5, -8.0, -1.0, 2.0, 2.0, 3.0, 0.5, -1.0, -0.5); let Zero: f32 = f32(_globalUniforms.colorGreen.z); const _skTemp0 = mat2x2(-2.0, 1.0, 1.5, -0.5); const _skTemp1 = mat3x3(-24.0, 18.0, 5.0, 20.0, -15.0, -4.0, -5.0, 4.0, 1.0); const _skTemp2 = mat4x4(-2.0, -0.5, 1.0, 0.5, 1.0, 0.5, 0.0, -0.5, -8.0, -1.0, 2.0, 2.0, 3.0, 0.5, -1.0, -0.5); let _skTemp3 = mat3x3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0); let _skTemp4 = mat3_inverse(_skTemp3); let _skTemp5 = _skTemp4; let _skTemp6 = mat2_inverse(mat2x2(matrix2x2[0] + Zero, matrix2x2[1] + Zero)); let _skTemp7 = _skTemp6; let _skTemp8 = mat3x3(1.0, 2.0, 3.0, 0.0, 1.0, 4.0, 5.0, 6.0, 0.0); let _skTemp9 = mat3_inverse(mat3x3(_skTemp8[0] + Zero, _skTemp8[1] + Zero, _skTemp8[2] + Zero)); let _skTemp10 = _skTemp9; let _skTemp11 = mat4x4(1.0, 0.0, 0.0, 1.0, 0.0, 2.0, 1.0, 2.0, 2.0, 1.0, 0.0, 1.0, 2.0, 0.0, 1.0, 4.0); let _skTemp12 = mat4_inverse(mat4x4(_skTemp11[0] + Zero, _skTemp11[1] + Zero, _skTemp11[2] + Zero, _skTemp11[3] + Zero)); let _skTemp13 = _skTemp12; return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4(((((((all(_skTemp0[0] == inv2x2[0]) && all(_skTemp0[1] == inv2x2[1])) && (all(_skTemp1[0] == inv3x3[0]) && all(_skTemp1[1] == inv3x3[1]) && all(_skTemp1[2] == inv3x3[2]))) && (all(_skTemp2[0] == inv4x4[0]) && all(_skTemp2[1] == inv4x4[1]) && all(_skTemp2[2] == inv4x4[2]) && all(_skTemp2[3] == inv4x4[3]))) && (any(_skTemp5[0] != inv3x3[0]) || any(_skTemp5[1] != inv3x3[1]) || any(_skTemp5[2] != inv3x3[2]))) && (all(_skTemp7[0] == inv2x2[0]) && all(_skTemp7[1] == inv2x2[1]))) && (all(_skTemp10[0] == inv3x3[0]) && all(_skTemp10[1] == inv3x3[1]) && all(_skTemp10[2] == inv3x3[2]))) && (all(_skTemp13[0] == inv4x4[0]) && all(_skTemp13[1] == inv4x4[1]) && all(_skTemp13[2] == inv4x4[2]) && all(_skTemp13[3] == inv4x4[3])))); } } @fragment fn main() -> FSOut { var _stageOut: FSOut; _stageOut.sk_FragColor = _skslMain(/*fragcoord*/ vec2()); return _stageOut; }