skia2/tests/sksl/shared/Assignment.glsl
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

48 lines
897 B
GLSL

out vec4 sk_FragColor;
uniform vec4 colorGreen;
struct S {
float f;
float af[5];
vec4 h4;
vec4 ah4[5];
};
vec4 main() {
int i;
i = 0;
ivec4 i4;
i4 = ivec4(1, 2, 3, 4);
mat3 f3x3;
f3x3 = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
vec4 x;
x.w = 0.0;
x.yx = vec2(0.0);
int ai[1];
ai[0] = 0;
ivec4 ai4[1];
ai4[0] = ivec4(1, 2, 3, 4);
mat3 ah2x4[1];
ah2x4[0] = mat3(1.0, 2.0, 3.0, 4.0, 5.0, 6.0, 7.0, 8.0, 9.0);
vec4 af4[1];
af4[0].x = 0.0;
af4[0].ywxz = vec4(1.0);
S s;
s.f = 0.0;
s.af[1] = 0.0;
s.h4.zxy = vec3(9.0);
s.ah4[2].yw = vec2(5.0);
float l;
float r;
l = 0.0;
ai[0] += ai4[0].x;
s.f = 1.0;
s.af[0] = 2.0;
s.h4 = vec4(1.0);
s.ah4[0] = vec4(2.0);
af4[0] *= ah2x4[0][0].x;
i4.y *= i;
x.y *= l;
s.f *= l;
return colorGreen;
}