35 lines
1.1 KiB
WebGPU Shading Language
35 lines
1.1 KiB
WebGPU Shading Language
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struct FSIn {
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@builtin(front_facing) sk_Clockwise: bool,
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@builtin(position) sk_FragCoord: vec4<f32>,
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};
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struct FSOut {
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@location(0) sk_FragColor: vec4<f32>,
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};
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struct _GlobalUniforms {
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colorGreen: vec4<f32>,
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colorRed: vec4<f32>,
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};
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@binding(0) @group(0) var<uniform> _globalUniforms: _GlobalUniforms;
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fn _outParamHelper_0_out_params_are_distinct_bhh(x: ptr<function, f32>, _unused1: ptr<function, f32>) -> bool {
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var _var0: f32;
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var _var1: f32;
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var _return: bool = out_params_are_distinct_bhh(&_var0, &_var1);
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(*x) = _var0;
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(*x) = _var1;
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return _return;
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}
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fn out_params_are_distinct_bhh(x: ptr<function, f32>, y: ptr<function, f32>) -> bool {
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(*x) = 1.0;
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(*y) = 2.0;
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return (*x) == 1.0 && (*y) == 2.0;
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}
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fn main(coords: vec2<f32>) -> vec4<f32> {
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var x: f32 = 0.0;
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return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4<bool>(_outParamHelper_0_out_params_are_distinct_bhh(&x, &x)));
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}
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@fragment fn fragmentMain(_stageIn: FSIn) -> FSOut {
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var _stageOut: FSOut;
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_stageOut.sk_FragColor = main(_stageIn.sk_FragCoord.xy);
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return _stageOut;
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}
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