| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var m : mat2x2<f32>; |
| m = mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0)); |
| let x_26 : mat2x2<f32> = m; |
| let x_28 : mat2x2<f32> = m; |
| let x_30 : mat2x2<f32> = (transpose(x_26) * transpose(x_28)); |
| let x_31 : mat2x2<f32> = m; |
| let x_32 : mat2x2<f32> = m; |
| let x_34 : mat2x2<f32> = transpose((x_31 * x_32)); |
| if ((all((x_30[0u] == x_34[0u])) && all((x_30[1u] == x_34[1u])))) { |
| x_GLF_color = vec4<f32>(1.0, 0.0, 0.0, 1.0); |
| } else { |
| x_GLF_color = vec4<f32>(0.0, 0.0, 0.0, 0.0); |
| } |
| return; |
| } |
| |
| struct main_out { |
| [[location(0)]] |
| x_GLF_color_1 : vec4<f32>; |
| }; |
| |
| [[stage(fragment)]] |
| fn main() -> main_out { |
| main_1(); |
| return main_out(x_GLF_color); |
| } |