469fb3c619
`input` is a reserved word in GLSL. http://screen/85m4iRwvJRadKbV Change-Id: Iffc0a47d916a2419a27767902c839e09bfa7fe26 Bug: skia:11115 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/454736 Commit-Queue: John Stiles <johnstiles@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
20 lines
1011 B
Plaintext
20 lines
1011 B
Plaintext
uniform half4 inputVal, expected;
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uniform half4 colorGreen, colorRed;
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half4 main(float2 coords) {
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const half4 constVal = half4(1, 4, 16, 64);
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const half4 negativeVal = half4(-1, -4, -16, -64); // should not optimize away
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return (inversesqrt(inputVal.x) == expected.x &&
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inversesqrt(inputVal.xy) == expected.xy &&
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inversesqrt(inputVal.xyz) == expected.xyz &&
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inversesqrt(inputVal.xyzw) == expected.xyzw &&
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inversesqrt(constVal.x) == expected.x &&
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inversesqrt(constVal.xy) == expected.xy &&
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inversesqrt(constVal.xyz) == expected.xyz &&
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inversesqrt(constVal.xyzw) == expected.xyzw &&
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inversesqrt(negativeVal.x) == expected.x &&
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inversesqrt(negativeVal.xy) == expected.xy &&
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inversesqrt(negativeVal.xyz) == expected.xyz &&
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inversesqrt(negativeVal.xyzw) == expected.xyzw) ? colorGreen : colorRed;
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}
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