diagnostic(off, derivative_uniformity); diagnostic(off, chromium.unreachable_code); enable f16; struct _GlobalUniforms { colorRed: vec4, colorGreen: vec4, unknownInput: f32, }; @group(0) @binding(0) var _globalUniforms : _GlobalUniforms; fn _skslMain(coords: vec2) -> vec4 { { let _0_unknown: f16 = f16(_globalUniforms.unknownInput); var _1_ok: bool = true; var _2_x: f16 = 34.0h; _1_ok = _1_ok && (_2_x == 34.0h); _2_x = 30.0h; _1_ok = _1_ok && (_2_x == 30.0h); _2_x = 64.0h; _1_ok = _1_ok && (_2_x == 64.0h); _2_x = 16.0h; _1_ok = _1_ok && (_2_x == 16.0h); _2_x = 19.0h; _1_ok = _1_ok && (_2_x == 19.0h); _2_x = 1.0h; _1_ok = _1_ok && (_2_x == 1.0h); _2_x = -2.0h; _1_ok = _1_ok && (_2_x == -2.0h); _2_x = 3.0h; _1_ok = _1_ok && (_2_x == 3.0h); _2_x = -4.0h; _1_ok = _1_ok && (_2_x == -4.0h); _2_x = 5.0h; _1_ok = _1_ok && (_2_x == 5.0h); _2_x = -6.0h; _1_ok = _1_ok && (_2_x == -6.0h); _2_x = 7.0h; _1_ok = _1_ok && (_2_x == 7.0h); _2_x = -8.0h; _1_ok = _1_ok && (_2_x == -8.0h); _2_x = 9.0h; _1_ok = _1_ok && (_2_x == 9.0h); _2_x = -10.0h; _1_ok = _1_ok && (_2_x == -10.0h); _2_x = 11.0h; _1_ok = _1_ok && (_2_x == 11.0h); _2_x = -12.0h; _1_ok = _1_ok && (_2_x == -12.0h); _2_x = _0_unknown; _1_ok = _1_ok && (_2_x == _0_unknown); _2_x = _0_unknown; _1_ok = _1_ok && (_2_x == _0_unknown); _2_x = _0_unknown; _1_ok = _1_ok && (_2_x == _0_unknown); _2_x = 0.0h; _1_ok = _1_ok && (_2_x == 0.0h); _2_x = _0_unknown; _1_ok = _1_ok && (_2_x == _0_unknown); _2_x = _0_unknown; _1_ok = _1_ok && (_2_x == _0_unknown); _2_x = 0.0h; _1_ok = _1_ok && (_2_x == 0.0h); _2_x = _0_unknown; _1_ok = _1_ok && (_2_x == _0_unknown); _2_x = 0.0h / _0_unknown; _1_ok = _1_ok && (_2_x == 0.0h); _2_x = _2_x + 1.0h; _1_ok = _1_ok && (_2_x == 1.0h); _1_ok = _1_ok && (_2_x == 1.0h); _2_x = _2_x - 2.0h; _1_ok = _1_ok && (_2_x == -1.0h); _1_ok = _1_ok && (_2_x == -1.0h); _1_ok = _1_ok && (_2_x == -1.0h); _2_x = _2_x * 2.0h; _1_ok = _1_ok && (_2_x == -2.0h); _1_ok = _1_ok && (_2_x == -2.0h); _2_x = _2_x * 0.5h; _1_ok = _1_ok && (_2_x == -1.0h); return select(_globalUniforms.colorRed, _globalUniforms.colorGreen, vec4(_1_ok)); } } @fragment fn main(@location(0) _coords: vec2) -> @location(0) vec4 { return _skslMain(_coords); }