3ef2c61c50
This one is structured a bit differently; it gets to length() value, then divides the input by its length using a bit of DSL. Since all the inputs are constant, the constant-folder will do the right thing. $genType normalize($genType x); $genHType normalize($genHType x); Change-Id: I51e5c65fa9e33738cbe253fcc97ee2160c48cfdd Bug: skia:12034 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/412340 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
21 lines
957 B
Metal
21 lines
957 B
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Uniforms {
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float4 input;
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float4 colorGreen;
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float4 colorRed;
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};
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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float4 expectedVec = float4(1.0, 0.0, 0.0, 0.0);
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_out.sk_FragColor = ((((((sign(_uniforms.input.x) == expectedVec.x && all(normalize(_uniforms.input.xy) == expectedVec.xy)) && all(normalize(_uniforms.input.xyz) == expectedVec.xyz)) && all(normalize(_uniforms.input) == expectedVec)) && 1.0 == expectedVec.x) && all(float2(0.0, 1.0) == expectedVec.yx)) && all(float3(0.0, 1.0, 0.0) == expectedVec.zxy)) && all(float4(1.0, 0.0, 0.0, 0.0) == expectedVec) ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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