skia2/tests/sksl/inliner/NoInline.glsl

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out vec4 sk_FragColor;
uniform vec4 colorGreen;
vec4 multiplyByAlpha_h4h4(vec4 x) {
return x * x.wwww;
}
float add_hhh(float a, float b) {
float c = a + b;
return c;
}
float mul_hhh(float a, float b) {
return a * b;
}
float fma_hhhh(float a, float b, float c) {
return add_hhh(mul_hhh(a, b), c);
}
vec4 main() {
vec4 result = vec3(vec2(fma_hhhh(colorGreen.w, colorGreen.y, colorGreen.x)), 0.0).zxzy;
result = multiplyByAlpha_h4h4(result);
return result;
}