skia2/tests/sksl/shared/DeadStripFunctions.glsl
John Stiles e8b5a73b56 Remove extraneous line-breaks in generated GLSL/Metal code.
I ran into an issue in an upcoming CL which generated a particularly
ugly switch statement:

    switch (x) {
        default:
             discard;}

So I cleaned this up, and while resolving this issue, managed to improve
a bunch of existing codegen as well. The formatting change has been
split out to a separate CL since it impacts so many golden outputs.

Change-Id: I7a6be29903c47560dcc7f6acd3ef15fd0c5c3c50
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/384179
Commit-Queue: John Stiles <johnstiles@google.com>
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Ethan Nicholas <ethannicholas@google.com>
2021-03-12 18:39:57 +00:00

24 lines
497 B
GLSL

out vec4 sk_FragColor;
uniform vec4 colorGreen;
uniform vec4 colorRed;
vec4 unpremul(vec4 color) {
return vec4(color.xyz / max(color.w, 9.9999997473787516e-05), color.w);
}
vec4 live_fn(vec4 a, vec4 b) {
return a + b;
}
vec4 main() {
const bool TRUE = true;
const bool FALSE = false;
vec4 a;
vec4 b;
{
a = live_fn(vec4(3.0), vec4(-5.0));
}
{
b = unpremul(vec4(1.0));
}
return a != vec4(0.0) && b != vec4(0.0) ? colorGreen : colorRed;
}