skia2/tests/sksl/inliner/golden/IfBodyMustBeInlinedIntoAScope.glsl

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out vec4 sk_FragColor;
uniform vec4 color;
void main() {
vec4 c = color;
if (c.x >= 0.5) {
vec4 _0_ifBody;
{
_0_ifBody = color + vec4(0.125);
}
c = _0_ifBody;
}
sk_FragColor = c;
}