skia2/tests/sksl/inliner/TernaryResultsCannotBeInlined.glsl
John Stiles ece1d794b9 Mangle function names in GLSL.
This will be implemented in Metal and SPIR-V in followup CLs.

Change-Id: I397b4db40b15dd54cf1d8a17f414c3fe184b48d2
Bug: skia:10851
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/387638
Auto-Submit: John Stiles <johnstiles@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
2021-03-22 17:18:26 +00:00

17 lines
401 B
GLSL

out vec4 sk_FragColor;
uniform vec4 color;
float count = 0.0;
vec4 trueSide_h4h4(vec4 v) {
count += 1.0;
return vec4(sin(v.x), sin(v.y), sin(v.z), sin(v.w));
}
vec4 falseSide_h4h4(vec4 v) {
count += 1.0;
return vec4(cos(v.y), cos(v.z), cos(v.w), cos(v.z));
}
void main() {
sk_FragColor = color.x <= 0.5 ? trueSide_h4h4(color) : falseSide_h4h4(color);
sk_FragColor *= count;
}