| var<private> x_GLF_color : vec4<f32>; |
| |
| fn main_1() { |
| var m : mat2x2<f32>; |
| m = (transpose(mat2x2<f32>(vec2<f32>(1.0, 2.0), vec2<f32>(3.0, 4.0))) * (1.0 / 2.0)); |
| let x_33 : mat2x2<f32> = m; |
| if ((all((x_33[0u] == mat2x2<f32>(vec2<f32>(0.5, 1.5), vec2<f32>(1.0, 2.0))[0u])) & all((x_33[1u] == mat2x2<f32>(vec2<f32>(0.5, 1.5), vec2<f32>(1.0, 2.0))[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); |
| } |