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>
17 lines
336 B
GLSL
17 lines
336 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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float cross_hh2h2(vec2 a, vec2 b) {
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return a.x * b.y - a.y * b.x;
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}
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float cross_ff2f2(vec2 a, vec2 b) {
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return a.x * b.y - a.y * b.x;
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}
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void main() {
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sk_FragColor.x = cross_hh2h2(ah, bh);
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sk_FragColor.y = cross_ff2f2(af, bf);
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}
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