struct FSIn { @builtin(front_facing) sk_Clockwise: bool, }; struct FSOut { @location(0) sk_FragColor: vec4, }; struct _GlobalUniforms { colorGreen: vec4, colorRed: vec4, h: f32, f: f32, }; @binding(0) @group(0) var _globalUniforms: _GlobalUniforms; fn mat2x2f32_diagonal(x: f32) -> mat2x2 { return mat2x2(x, 0.0, 0.0, x); } fn mat4x4f32_diagonal(x: f32) -> mat4x4 { return mat4x4(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); } fn main() -> vec4 { var ok: bool = true; ok = ok && all(mat2x2f32_diagonal(2.0) * vec2(_globalUniforms.f) == vec2(2.0 * _globalUniforms.f)); ok = ok && all(mat4x4f32_diagonal(2.0) * vec4(_globalUniforms.h) == vec4(2.0 * _globalUniforms.h)); return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4(ok)); } @fragment fn fragmentMain(_stageIn: FSIn) -> FSOut { var _stageOut: FSOut; _stageOut.sk_FragColor = main(); return _stageOut; }