2654187396
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>
26 lines
797 B
GLSL
26 lines
797 B
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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vec4 _0_v = testInputs;
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float _1_x = _0_v.x;
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float _2_y = _0_v.y;
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float _3_z = _0_v.z;
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float _4_w = _0_v.w;
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vec4 a = vec4(_1_x, _2_y, _3_z, _4_w);
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float _9_x = testInputs.x;
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float _10_y = testInputs.y;
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float _11_z = testInputs.z;
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float _12_w = testInputs.w;
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vec4 b = vec4(_9_x, _10_y, _11_z, _12_w);
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vec4 _13_v = vec4(0.0, 1.0, 2.0, 3.0);
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float _14_x = _13_v.x;
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float _15_y = _13_v.y;
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float _16_z = _13_v.z;
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float _17_w = _13_v.w;
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vec4 c = vec4(_14_x, _15_y, _16_z, _17_w);
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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;
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}
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