PreservesOpacity) && t.y < 0) {
                // layout has rejected this fragment (rely on sksl to remove this branch if the
                // layout FP preserves opacity is false)
                return half4(0);
            } else {
                if (bool(mirror)) {
                    half t_1 = t.x - 1;
                    half tiled_t = t_1 - 2 * floor(t_1 * 0.5) - 1;
                    if (bool(useFloorAbsWorkaround)) {
                        // At this point the expected value of tiled_t should between -1 and 1, so
                        // this clamp has no effect other than to break up the floor and abs calls
                        // and make sure the compiler doesn't merge them back together.
                        tiled_t = clamp(tiled_t, -1, 1);
                    }
                    t.x = abs(tiled_t);
                } else {
                    // Simple repeat mode
                    t.x = fract(t.x);
                }

                // Always sample from (x, 0), discarding y, since the layout FP can use y as a
                // side-channel.
                half4 outColor = colorizer.eval(t.x0);
                if (bool(makePremul)) {
                    outColor.rgb *= outColor.a;
                }
                return outColor;
            }
        }
    