107ea94139
We never used it internally, but the shaders used by Filament rely on it. It doesn't exist in ES2 so this doesn't affect Runtime Effects. Change-Id: Idb2afb15ff160b950ad02101bf6381a5d5c56468 Bug: skia:12635, skia:11209 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/470156 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
14 lines
1.2 KiB
GLSL
14 lines
1.2 KiB
GLSL
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out vec4 sk_FragColor;
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uniform vec4 testInputs;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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vec4 main() {
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uvec4 uintValues = uvec4(testInputs * 100.0 + 200.0);
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uvec4 expectedA = uvec4(100u, 200u, 275u, 300u);
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const uvec4 clampLow = uvec4(100u, 0u, 0u, 300u);
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uvec4 expectedB = uvec4(100u, 200u, 250u, 425u);
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const uvec4 clampHigh = uvec4(300u, 400u, 250u, 500u);
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return ((((((((((((((clamp(uintValues.x, 100u, 300u) == expectedA.x && clamp(uintValues.xy, 100u, 300u) == expectedA.xy) && clamp(uintValues.xyz, 100u, 300u) == expectedA.xyz) && clamp(uintValues, 100u, 300u) == expectedA) && 100u == expectedA.x) && uvec2(100u, 200u) == expectedA.xy) && uvec3(100u, 200u, 275u) == expectedA.xyz) && uvec4(100u, 200u, 275u, 300u) == expectedA) && clamp(uintValues.x, 100u, 300u) == expectedB.x) && clamp(uintValues.xy, uvec2(100u, 0u), uvec2(300u, 400u)) == expectedB.xy) && clamp(uintValues.xyz, uvec3(100u, 0u, 0u), uvec3(300u, 400u, 250u)) == expectedB.xyz) && clamp(uintValues, clampLow, clampHigh) == expectedB) && 100u == expectedB.x) && uvec2(100u, 200u) == expectedB.xy) && uvec3(100u, 200u, 250u) == expectedB.xyz) && uvec4(100u, 200u, 250u, 425u) == expectedB ? colorGreen : colorRed;
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}
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