ab4ab20fcf
These tests will also be used for Metal and SPIR-V testing. A small handful of GLSL-specific stragglers (#version-specific or type-precision related) will remain in /glsl/. Change-Id: I7f2b2bd92825c327922c8ce74e438d2daa440dff Bug: skia:10649 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/319408 Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
43 lines
1.2 KiB
GLSL
43 lines
1.2 KiB
GLSL
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out vec4 sk_FragColor;
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int s = int(sqrt(1.0));
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int i = int(sqrt(1.0));
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uint us = uint(sqrt(1.0));
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uint ui = uint(sqrt(1.0));
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float h = sqrt(1.0);
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float f = sqrt(1.0);
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int s2s = s;
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int i2s = i;
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int us2s = int(us);
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int ui2s = int(ui);
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int h2s = int(h);
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int f2s = int(f);
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int s2i = s;
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int i2i = i;
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int us2i = int(us);
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int ui2i = int(ui);
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int h2i = int(h);
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int f2i = int(f);
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uint s2us = uint(s);
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uint i2us = uint(i);
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uint us2us = us;
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uint ui2us = ui;
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uint h2us = uint(h);
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uint f2us = uint(f);
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uint s2ui = uint(s);
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uint i2ui = uint(i);
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uint us2ui = us;
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uint ui2ui = ui;
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uint h2ui = uint(h);
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uint f2ui = uint(f);
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float s2f = float(s);
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float i2f = float(i);
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float us2f = float(us);
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float ui2f = float(ui);
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float h2f = h;
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float f2f = f;
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void main() {
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sk_FragColor.x = (((((((((((((((((float((s + i) + int(us)) + float(ui)) + h) + f) + float(s2s)) + float(i2s)) + float(us2s)) + float(ui2s)) + float(h2s)) + float(f2s)) + float(s2i)) + float(i2i)) + float(us2i)) + float(ui2i)) + float(h2i)) + float(f2i)) + float(s2us)) + float(i2us)) + float(us2us);
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sk_FragColor.x += (((((((((((float((ui2us + h2us) + f2us) + float(s2ui)) + float(i2ui)) + float(us2ui)) + float(ui2ui)) + float(h2ui)) + float(f2ui)) + s2f) + i2f) + us2f) + ui2f) + h2f) + f2f;
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}
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