skia2/tests/sksl/shared/SampleLocations.glsl
John Stiles 906e9eb538 Emit qualifiers in the GLSL ES-required order.
This should fix a failure in the ES2 conformance suite's "const_in_int".

Change-Id: I8b5487749291ef57712b8fe6c3949dc7c3e76883
Bug: skia:12499
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/455157
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
2021-10-01 19:09:43 +00:00

23 lines
941 B
GLSL

layout (location = 1) noperspective out vec2 vcoord_Stage0;
void main() {
int x = gl_InstanceID % 200;
int y = gl_InstanceID / 200;
int ileft = (gl_InstanceID * 929) % 17;
int iright = (ileft + 1) + (gl_InstanceID * 1637) % (17 - ileft);
int itop = (gl_InstanceID * 313) % 17;
int ibot = (itop + 1) + (gl_InstanceID * 1901) % (17 - itop);
float outset = 0.03125;
outset = 0 == (x + y) % 2 ? -outset : outset;
float l = float(ileft) / 16.0 - outset;
float r = float(iright) / 16.0 + outset;
float t = float(itop) / 16.0 - outset;
float b = float(ibot) / 16.0 + outset;
vec2 vertexpos;
vertexpos.x = float(x) + (0 == gl_VertexID % 2 ? l : r);
vertexpos.y = float(y) + (0 == gl_VertexID / 2 ? t : b);
vcoord_Stage0.x = float(0 == gl_VertexID % 2 ? -1 : 1);
vcoord_Stage0.y = float(0 == gl_VertexID / 2 ? -1 : 1);
gl_Position = vec4(vertexpos.x, vertexpos.y, 0.0, 1.0);
}