c43dc5e038
We need to be careful to distinguish cross(vec3, vec3)--a real built-in intrinsic--from cross(vec2, vec2)--an inline function in sksl_gpu, but not actually a legitimate GLSL intrinsic. Change-Id: I7e78c99dadfcbb637ae55a2503acfb7e591c932e Bug: skia:12034 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/413440 Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: John Stiles <johnstiles@google.com>
25 lines
776 B
Metal
25 lines
776 B
Metal
#include <metal_stdlib>
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#include <simd/simd.h>
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using namespace metal;
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struct Uniforms {
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float2 ah;
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float2 bh;
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float2 af;
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float2 bf;
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};
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struct Inputs {
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};
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struct Outputs {
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float4 sk_FragColor [[color(0)]];
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};
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fragment Outputs fragmentMain(Inputs _in [[stage_in]], constant Uniforms& _uniforms [[buffer(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
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Outputs _out;
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(void)_out;
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_out.sk_FragColor.x = _uniforms.ah.x * _uniforms.bh.y - _uniforms.ah.y * _uniforms.bh.x;
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_out.sk_FragColor.y = _uniforms.af.x * _uniforms.bf.y - _uniforms.af.y * _uniforms.bf.x;
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_out.sk_FragColor.z = 12.0;
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_out.sk_FragColor.xyz = float3(-8.0, -8.0, 12.0);
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_out.sk_FragColor.yzw = float3(9.0, -18.0, -9.0);
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return _out;
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}
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