skia2/tests/sksl/inliner/InlinerManglesNames.glsl

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out vec4 sk_FragColor;
uniform vec4 color;
vec4 main() {
float _1_c = color.x * color.y + color.z;
float a = _1_c;
float _2_c = color.y * color.z + color.w;
float b = _2_c;
float _3_c = color.z * color.w + color.x;
float c = _3_c;
return vec4(a, b, c * c, a * (b * c));
}