c43dc5e038
We need to be careful to distinguish cross(vec3, vec3)--a real built-in intrinsic--from cross(vec2, vec2)--an inline function in sksl_gpu, but not actually a legitimate GLSL intrinsic. Change-Id: I7e78c99dadfcbb637ae55a2503acfb7e591c932e Bug: skia:12034 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/413440 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
14 lines
325 B
GLSL
14 lines
325 B
GLSL
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out vec4 sk_FragColor;
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uniform vec2 ah;
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uniform vec2 bh;
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uniform vec2 af;
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uniform vec2 bf;
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void main() {
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sk_FragColor.x = ah.x * bh.y - ah.y * bh.x;
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sk_FragColor.y = af.x * bf.y - af.y * bf.x;
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sk_FragColor.z = 12.0;
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sk_FragColor.xyz = vec3(-8.0, -8.0, 12.0);
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sk_FragColor.yzw = vec3(9.0, -18.0, -9.0);
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}
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