| // Copyright 2024 Google LLC. |
| // Use of this source code is governed by a BSD-style license that can be found in the LICENSE file. |
| #include "tools/fiddle/examples.h" |
| REG_FIDDLE(SkSL_EvaluatingTwoShaders, 128, 128, false, 5) { |
| // Create a linear gradient from white (left) to black (right) |
| sk_sp<SkShader> makeGradientShader() { |
| const SkPoint pts[] = { { 0, 0 }, { 128, 0 } }; |
| const SkColor colors[] = { SK_ColorWHITE, SK_ColorBLACK }; |
| return SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp); |
| } |
| |
| void draw(SkCanvas* canvas) { |
| // Turn `image` into an SkShader: |
| sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear)); |
| |
| const char* sksl = |
| "uniform shader input_1;" |
| "uniform shader input_2;" |
| "half4 main(float2 coord) {" |
| " return input_1.eval(coord) * input_2.eval(coord);" |
| "}"; |
| SkRuntimeEffect::ChildPtr children[] = { /*input_1=*/ imageShader, |
| /*input_2=*/ makeGradientShader() }; |
| |
| // Create SkShader from SkSL, then fill surface: // SK_FOLD_START |
| |
| // Create an SkShader from our SkSL, with `children` bound to the inputs: |
| auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl)); |
| sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr, |
| /*children=*/ { children, 2 }); |
| |
| // Fill the surface with `myShader`: |
| SkPaint p; |
| p.setShader(myShader); |
| canvas->drawPaint(p); |
| // SK_FOLD_END |
| } |
| } // END FIDDLE |