ece1d794b9
This will be implemented in Metal and SPIR-V in followup CLs. Change-Id: I397b4db40b15dd54cf1d8a17f414c3fe184b48d2 Bug: skia:10851 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/387638 Auto-Submit: John Stiles <johnstiles@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
33 lines
877 B
GLSL
33 lines
877 B
GLSL
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out vec4 sk_FragColor;
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uniform vec4 colorRed;
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uniform vec4 colorGreen;
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uniform vec4 testInputs;
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float fn_hh4(vec4 v) {
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for (int x = 1;x <= 2; ++x) {
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return v.x;
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}
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}
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vec4 main() {
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vec4 v = testInputs;
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v = vec4(0.0, v.zyx);
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v = vec4(0.0, 0.0, v.xw);
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v = vec4(1.0, 1.0, v.wx);
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v = vec4(v.zy, 1.0, 1.0);
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v = vec4(v.xx, 1.0, 1.0);
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v = v.wzwz;
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v = vec3(fn_hh4(v), 123.0, 456.0).yyzz;
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v = vec3(fn_hh4(v), 123.0, 456.0).yyzz;
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v = vec4(123.0, 456.0, 456.0, fn_hh4(v));
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v = vec4(123.0, 456.0, 456.0, fn_hh4(v));
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v = vec3(fn_hh4(v), 123.0, 456.0).yxxz;
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v = vec3(fn_hh4(v), 123.0, 456.0).yxxz;
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v = vec4(1.0, 1.0, 2.0, 3.0);
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v = vec4(colorRed.xyz, 1.0);
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v = vec4(colorRed.x, 1.0, colorRed.yz);
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v.wzyx = v;
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v.xw = v.yz;
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v.zyx = vec3(v.ww, 1.0);
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return v == vec4(1.0) ? colorGreen : colorRed;
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}
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