diagnostic(off, derivative_uniformity); diagnostic(off, chromium.unreachable_code); struct _GlobalUniforms { testMatrix2x2: mat2x2, testMatrix3x3: mat3x3, testInputs: vec4, colorRed: vec4, colorGreen: vec4, unknownInput: f32, }; @binding(0) @group(0) var _globalUniforms: _GlobalUniforms; fn test_mat3_mat3_b() -> bool { { var m: mat3x3; var mm: mat3x3; const z: mat3x3 = mat3x3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); m = _globalUniforms.testMatrix3x3; m = _globalUniforms.testMatrix3x3; m = (-1.0 * m); mm = mat3x3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); mm = mat3x3(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); let _skTemp0 = (-1.0 * _globalUniforms.testMatrix3x3); return (all(m[0] == _skTemp0[0]) && all(m[1] == _skTemp0[1]) && all(m[2] == _skTemp0[2])) && (all(mm[0] == z[0]) && all(mm[1] == z[1]) && all(mm[2] == z[2])); } } fn test_mat4_mat4_b() -> bool { { let testMatrix4x4: mat4x4 = mat4x4(_globalUniforms.testInputs[0], _globalUniforms.testInputs[1], _globalUniforms.testInputs[2], _globalUniforms.testInputs[3], _globalUniforms.testInputs[0], _globalUniforms.testInputs[1], _globalUniforms.testInputs[2], _globalUniforms.testInputs[3], _globalUniforms.testInputs[0], _globalUniforms.testInputs[1], _globalUniforms.testInputs[2], _globalUniforms.testInputs[3], _globalUniforms.testInputs[0], _globalUniforms.testInputs[1], _globalUniforms.testInputs[2], _globalUniforms.testInputs[3]); var m: mat4x4; var mm: mat4x4; const z: mat4x4 = mat4x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); m = testMatrix4x4; m = testMatrix4x4; m = (-1.0 * m); mm = mat4x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); mm = mat4x4(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0); let _skTemp1 = (-1.0 * testMatrix4x4); return (all(m[0] == _skTemp1[0]) && all(m[1] == _skTemp1[1]) && all(m[2] == _skTemp1[2]) && all(m[3] == _skTemp1[3])) && (all(mm[0] == z[0]) && all(mm[1] == z[1]) && all(mm[2] == z[2]) && all(mm[3] == z[3])); } } fn _skslMain(coords: vec2) -> vec4 { { var _0_m: mat2x2; var _1_mm: mat2x2; const _3_z: mat2x2 = mat2x2(0.0, 0.0, 0.0, 0.0); _0_m = _globalUniforms.testMatrix2x2; _0_m = _globalUniforms.testMatrix2x2; _0_m = (-1.0 * _0_m); _1_mm = mat2x2(0.0, 0.0, 0.0, 0.0); _1_mm = mat2x2(0.0, 0.0, 0.0, 0.0); var _skTemp2: vec4; var _skTemp3: bool; var _skTemp4: bool; let _skTemp5 = (-1.0 * _globalUniforms.testMatrix2x2); if (all(_0_m[0] == _skTemp5[0]) && all(_0_m[1] == _skTemp5[1])) && (all(_1_mm[0] == _3_z[0]) && all(_1_mm[1] == _3_z[1])) { let _skTemp6 = test_mat3_mat3_b(); _skTemp4 = _skTemp6; } else { _skTemp4 = false; } if _skTemp4 { let _skTemp7 = test_mat4_mat4_b(); _skTemp3 = _skTemp7; } else { _skTemp3 = false; } if _skTemp3 { _skTemp2 = _globalUniforms.colorGreen; } else { _skTemp2 = _globalUniforms.colorRed; } return _skTemp2; } } @fragment fn main(@location(0) _coords: vec2) -> @location(0) vec4 { return _skslMain(_coords); }