skia2/tests/sksl/shared/SwizzleByConstantIndex.glsl
John Stiles 2654187396 Eliminate unused local variables during SkSL optimization.
This can eliminate const variables which have been completely folded
away, unnecessary synthetic variables created during codegen/inlining,
or code that simply didn't need to exist at all.

Change-Id: I37a65e455e6527a6a6c2f4dde918f48d84dc2638
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/383496
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-16 17:22:53 +00:00

26 lines
797 B
GLSL

out vec4 sk_FragColor;
uniform vec4 testInputs;
uniform vec4 colorGreen;
uniform vec4 colorRed;
vec4 main() {
vec4 _0_v = testInputs;
float _1_x = _0_v.x;
float _2_y = _0_v.y;
float _3_z = _0_v.z;
float _4_w = _0_v.w;
vec4 a = vec4(_1_x, _2_y, _3_z, _4_w);
float _9_x = testInputs.x;
float _10_y = testInputs.y;
float _11_z = testInputs.z;
float _12_w = testInputs.w;
vec4 b = vec4(_9_x, _10_y, _11_z, _12_w);
vec4 _13_v = vec4(0.0, 1.0, 2.0, 3.0);
float _14_x = _13_v.x;
float _15_y = _13_v.y;
float _16_z = _13_v.z;
float _17_w = _13_v.w;
vec4 c = vec4(_14_x, _15_y, _16_z, _17_w);
return (a == vec4(-1.25, 0.0, 0.75, 2.25) && b == vec4(-1.25, 0.0, 0.75, 2.25)) && c == vec4(0.0, 1.0, 2.0, 3.0) ? colorGreen : colorRed;
}