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>
19 lines
641 B
GLSL
19 lines
641 B
GLSL
#version 400
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uniform vec4 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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gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));
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{
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gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
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EmitVertex();
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}
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gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));
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{
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gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
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EmitVertex();
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}
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EndPrimitive();
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}
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