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>
15 lines
389 B
GLSL
15 lines
389 B
GLSL
/*#pragma settings GeometryShaderSupport*/
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uniform float4 sk_RTAdjust;
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layout(points) in;
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layout(invocations = 2) in;
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layout(line_strip, max_vertices = 2) out;
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void main() {
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sk_Position = sk_in[0].sk_Position + float4(-0.5, 0, 0, sk_InvocationID);
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EmitVertex();
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sk_Position = sk_in[0].sk_Position + float4(0.5, 0, 0, sk_InvocationID);
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EmitVertex();
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EndPrimitive();
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}
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