| #version 310 es |
| precision mediump float; |
| |
| layout(location = 0) in vec4 vcolor_S0_param_1; |
| layout(location = 0) out vec4 sk_FragColor_1_1; |
| layout(binding = 0) uniform UniformBuffer_ubo { |
| float unknownInput_S1_c0; |
| vec4 ucolorRed_S1_c0; |
| vec4 ucolorGreen_S1_c0; |
| mat3 umatrix_S1; |
| } x_4; |
| |
| vec4 sk_FragColor = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| bool sk_Clockwise = false; |
| vec4 vcolor_S0 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| bool test_int_S1_c0_b() { |
| int unknown = 0; |
| bool ok = false; |
| ivec4 val = ivec4(0, 0, 0, 0); |
| bool x_40 = false; |
| bool x_54 = false; |
| bool x_65 = false; |
| bool x_41_phi = false; |
| bool x_55_phi = false; |
| bool x_66_phi = false; |
| float x_26 = x_4.unknownInput_S1_c0; |
| int x_27 = int(x_26); |
| unknown = x_27; |
| ok = true; |
| x_41_phi = false; |
| if (true) { |
| x_40 = all(equal((ivec4(0) / ivec4(x_27, x_27, x_27, x_27)), ivec4(0))); |
| x_41_phi = x_40; |
| } |
| bool x_41 = x_41_phi; |
| ok = x_41; |
| ivec4 x_44 = ivec4(x_27, x_27, x_27, x_27); |
| val = x_44; |
| ivec4 x_47 = (x_44 + ivec4(1)); |
| val = x_47; |
| ivec4 x_48 = (x_47 - ivec4(1)); |
| val = x_48; |
| ivec4 x_49 = (x_48 + ivec4(1)); |
| val = x_49; |
| ivec4 x_50 = (x_49 - ivec4(1)); |
| val = x_50; |
| x_55_phi = false; |
| if (x_41) { |
| x_54 = all(equal(x_50, x_44)); |
| x_55_phi = x_54; |
| } |
| bool x_55 = x_55_phi; |
| ok = x_55; |
| ivec4 x_58 = (x_50 * ivec4(2)); |
| val = x_58; |
| ivec4 x_59 = (x_58 / ivec4(2)); |
| val = x_59; |
| ivec4 x_60 = (x_59 * ivec4(2)); |
| val = x_60; |
| ivec4 x_61 = (x_60 / ivec4(2)); |
| val = x_61; |
| x_66_phi = false; |
| if (x_55) { |
| x_65 = all(equal(x_61, x_44)); |
| x_66_phi = x_65; |
| } |
| bool x_66 = x_66_phi; |
| ok = x_66; |
| return x_66; |
| } |
| |
| void main_1() { |
| vec4 outputColor_S0 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| vec4 output_S1 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| float x_8_unknown = 0.0f; |
| bool x_9_ok = false; |
| vec4 x_10_val = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| vec4 x_116 = vec4(0.0f, 0.0f, 0.0f, 0.0f); |
| bool x_86 = false; |
| bool x_99 = false; |
| bool x_110 = false; |
| bool x_114 = false; |
| bool x_87_phi = false; |
| bool x_100_phi = false; |
| bool x_111_phi = false; |
| bool x_115_phi = false; |
| outputColor_S0 = vcolor_S0; |
| float x_77 = x_4.unknownInput_S1_c0; |
| x_8_unknown = x_77; |
| x_9_ok = true; |
| x_87_phi = false; |
| if (true) { |
| x_86 = all(equal((vec4(0.0f) / vec4(x_77, x_77, x_77, x_77)), vec4(0.0f))); |
| x_87_phi = x_86; |
| } |
| bool x_87 = x_87_phi; |
| x_9_ok = x_87; |
| vec4 x_89 = vec4(x_77, x_77, x_77, x_77); |
| x_10_val = x_89; |
| vec4 x_92 = (x_89 + vec4(1.0f)); |
| x_10_val = x_92; |
| vec4 x_93 = (x_92 - vec4(1.0f)); |
| x_10_val = x_93; |
| vec4 x_94 = (x_93 + vec4(1.0f)); |
| x_10_val = x_94; |
| vec4 x_95 = (x_94 - vec4(1.0f)); |
| x_10_val = x_95; |
| x_100_phi = false; |
| if (x_87) { |
| x_99 = all(equal(x_95, x_89)); |
| x_100_phi = x_99; |
| } |
| bool x_100 = x_100_phi; |
| x_9_ok = x_100; |
| vec4 x_103 = (x_95 * vec4(2.0f)); |
| x_10_val = x_103; |
| vec4 x_104 = (x_103 / vec4(2.0f)); |
| x_10_val = x_104; |
| vec4 x_105 = (x_104 * vec4(2.0f)); |
| x_10_val = x_105; |
| vec4 x_106 = (x_105 / vec4(2.0f)); |
| x_10_val = x_106; |
| x_111_phi = false; |
| if (x_100) { |
| x_110 = all(equal(x_106, x_89)); |
| x_111_phi = x_110; |
| } |
| bool x_111 = x_111_phi; |
| x_9_ok = x_111; |
| x_115_phi = false; |
| if (x_111) { |
| x_114 = test_int_S1_c0_b(); |
| x_115_phi = x_114; |
| } |
| if (x_115_phi) { |
| vec4 x_122 = x_4.ucolorGreen_S1_c0; |
| x_116 = x_122; |
| } else { |
| vec4 x_124 = x_4.ucolorRed_S1_c0; |
| x_116 = x_124; |
| } |
| vec4 x_125 = x_116; |
| output_S1 = x_125; |
| sk_FragColor = x_125; |
| return; |
| } |
| |
| struct main_out { |
| vec4 sk_FragColor_1; |
| }; |
| |
| main_out tint_symbol(bool sk_Clockwise_param, vec4 vcolor_S0_param) { |
| sk_Clockwise = sk_Clockwise_param; |
| vcolor_S0 = vcolor_S0_param; |
| main_1(); |
| main_out tint_symbol_1 = main_out(sk_FragColor); |
| return tint_symbol_1; |
| } |
| |
| void main() { |
| main_out inner_result = tint_symbol(gl_FrontFacing, vcolor_S0_param_1); |
| sk_FragColor_1_1 = inner_result.sk_FragColor_1; |
| return; |
| } |