469fb3c619
`input` is a reserved word in GLSL. http://screen/85m4iRwvJRadKbV Change-Id: Iffc0a47d916a2419a27767902c839e09bfa7fe26 Bug: skia:11115 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/454736 Commit-Queue: John Stiles <johnstiles@google.com> Commit-Queue: Ethan Nicholas <ethannicholas@google.com> Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
23 lines
799 B
Metal
23 lines
799 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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float4 inputH4;
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float4 expectedH4;
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float4 colorGreen;
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float4 colorRed;
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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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bool4 inputVal = bool4(_uniforms.inputH4);
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bool4 expected = bool4(_uniforms.expectedH4);
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_out.sk_FragColor = ((((any(inputVal.xy) == expected.x && any(inputVal.xyz) == expected.y) && any(inputVal) == expected.z) && false == expected.x) && expected.y) && expected.z ? _uniforms.colorGreen : _uniforms.colorRed;
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return _out;
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}
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