skia2/tests/sksl/inliner/TrivialArgumentsInlineDirectly.glsl

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out vec4 sk_FragColor;
uniform vec4 colorGreen;
uniform float unknownInput;
struct S {
vec4 ah4[1];
float ah[1];
vec4 h4;
float h;
};
vec4 main() {
S s;
s.ah4[0] = vec4(unknownInput);
s.ah[0] = unknownInput;
s.h4 = vec4(unknownInput);
s.h = unknownInput;
S as[1];
as[0].ah4[0] = vec4(unknownInput);
bool b = bool(unknownInput);
vec4 var;
var = vec4(s.h) * vec4(s.h);
var = vec4(float(b), float(b), float(b), float(!b));
var = s.ah4[0].ywyw * s.ah4[0].wywy;
var = as[0].ah4[0].xyxy * as[0].ah4[0].yxyx;
var = s.h4.zzzz * s.h4.zzzz;
var = colorGreen.xyzx * colorGreen.xyzx;
var = vec4(s.h) * vec4(s.h);
var = vec4(s.h) * vec4(s.h);
var = s.ah4[0].xxxy * s.ah4[0].xxxy;
var = colorGreen * colorGreen;
float _0_h = -s.h;
var = vec4(_0_h) * vec4(_0_h);
bool _1_b = !b;
var = vec4(float(_1_b), float(_1_b), float(_1_b), float(!_1_b));
vec3 _2_h3 = s.h4.yyy + s.h4.zzz;
var = _2_h3.xyzx * _2_h3.xyzx;
vec4 _3_h4 = vec4(s.h4.y, 0.0, 0.0, 1.0);
var = _3_h4 * _3_h4;
return colorGreen;
}