b41d5bb3a7
This lets us use descriptive names like `colorRed` and `colorGreen` instead of `half4(1,0,0,1)` and `half4(0,1,0,1)`. It also lets us use actual unknown values instead of synthesizing sorta-kinda-unknowns by calling sqrt. Change-Id: I61481c33b7ff42182955777b05cfa5fcc13e0efc Reviewed-on: https://skia-review.googlesource.com/c/skia/+/359567 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
30 lines
1.1 KiB
Plaintext
30 lines
1.1 KiB
Plaintext
uniform half4 colorRed, colorGreen;
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bool test() {
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bool ok = true;
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ok = ok && (float2x2(float2(1.0, 0.0), float2(0.0, 1.0)) ==
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float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && !(float2x2(float2(1.0, 0.0), float2(1.0, 1.0)) ==
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float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && (float2x2(1) == float2x2(1));
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ok = ok && !(float2x2(1) == float2x2(0));
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ok = ok && (float2x2(1) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && !(float2x2(2) == float2x2(float2(1.0, 0.0), float2(0.0, 1.0)));
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ok = ok && !(float2x2(1) != float2x2(1));
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ok = ok && (float2x2(1) != float2x2(0));
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ok = ok && (float3x3(float3(1.0, 0.0, 0.0), float3(0.0, 1.0, 0.0), float3(0.0, 0.0, 0.0)) ==
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float3x3(float2x2(1.0)));
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ok = ok && (float2x2(float3x3(1.0)) == float2x2(1.0));
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ok = ok && (float2x2(float4(1.0, 0.0, 0.0, 1.0)) == float2x2(1.0));
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ok = ok && (float2x2(1.0, 0.0, float2(0.0, 1.0)) == float2x2(1.0));
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ok = ok && (float2x2(float2(1.0, 0.0), 0.0, 1.0) == float2x2(1.0));
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return ok;
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}
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half4 main() {
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return test() ? colorGreen : colorRed;
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}
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