d059005b93
The additional scopes were harmless, but didn't really add any value. Originally they were used to tightly scope inlined variables, but we now mangle inlined variable names. Change-Id: I7b35e737598036c0b6d3d9f71cbcd4a53d609ce9 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/344757 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
71 lines
988 B
GLSL
71 lines
988 B
GLSL
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out vec4 sk_FragColor;
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in float val;
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uniform int ui;
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uniform vec4 uh4;
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struct S {
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vec4[1] ah4;
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float[1] ah;
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vec4 h4;
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float h;
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};
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void main() {
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S s;
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s.ah4[0] = vec4(val);
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s.ah[0] = val;
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s.h4 = vec4(val);
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s.h = val;
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S as[1];
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as[0].ah4[0] = vec4(val);
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sk_FragColor = sk_FragColor.xxxx;
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sk_FragColor = vec4(s.h);
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sk_FragColor = s.ah4[0].ywyw;
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sk_FragColor = as[0].ah4[0].xyxy;
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sk_FragColor = s.h4.zzzz;
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sk_FragColor = uh4.xyzx;
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sk_FragColor = vec4(s.h);
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sk_FragColor = vec4(s.h);
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sk_FragColor = s.ah4[0].xxxy;
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sk_FragColor = uh4;
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bool _0_b = !true;
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sk_FragColor = _0_b ? sk_FragColor.xxxx : sk_FragColor.yyyy;
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float _1_h = -s.h;
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sk_FragColor = vec4(_1_h);
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vec2 _2_h2 = s.ah4[ui].yw;
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sk_FragColor = _2_h2.xyxy;
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vec3 _3_h3 = s.h4.yyy + s.h4.zzz;
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sk_FragColor = _3_h3.xyzx;
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vec4 _4_h4 = vec4(s.h4.y, 0.0, 0.0, 1.0);
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sk_FragColor = _4_h4;
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}
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