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>
21 lines
938 B
Plaintext
21 lines
938 B
Plaintext
uniform float testInput;
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uniform float2x2 testMatrix2x2;
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uniform half4 colorGreen, colorRed;
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half4 main(float2 coords) {
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const float4 constVal = float4(-1, 0, 1, 2);
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const uint4 expectedA = uint4(0xBF800000, 0x00000000, 0x3F800000, 0x40000000);
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float4 inputVal = float4(testMatrix2x2) * float4(1, 1, -1, -1);
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uint4 expectedB = uint4(0x3F800000, 0x40000000, 0xC0400000, 0xC0800000);
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return (constVal.x == uintBitsToFloat(expectedA.x) &&
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constVal.xy == uintBitsToFloat(expectedA.xy) &&
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constVal.xyz == uintBitsToFloat(expectedA.xyz) &&
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constVal.xyzw == uintBitsToFloat(expectedA.xyzw) &&
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inputVal.x == uintBitsToFloat(expectedB.x) &&
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inputVal.xy == uintBitsToFloat(expectedB.xy) &&
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inputVal.xyz == uintBitsToFloat(expectedB.xyz) &&
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inputVal.xyzw == uintBitsToFloat(expectedB.xyzw)) ? colorGreen : colorRed;
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}
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