skia2/tests/sksl/workarounds/NegatedLdexp.glsl
Chris Dalton 155c33c859 Add a workaround for "ldexp(..., -x)" on Mac/Radeon/GLSL
Bug: skia:12076
Change-Id: Ia7aabe2e048a05475d25811af657228ea39d75ba
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/416561
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
2021-06-08 01:39:38 +00:00

12 lines
279 B
GLSL

#version 400
out vec4 sk_FragColor;
uniform float unknownFloat;
uniform int unknownInt;
void main() {
float m = unknownFloat;
int x = unknownInt;
sk_FragColor.x = ldexp(m, x * -1);
sk_FragColor.y = ldexp(m, (x + 1) * -1);
sk_FragColor.z = ldexp(m, -x - 1);
}