blob: eaf7daeffcb833f178c56ecd4f50ea63b1108eb9 [file] [log] [blame]
#version 400
uniform vec2 u_skRTFlip;
in vec4 sk_FragCoord_Workaround;
out vec4 sk_FragColor;
vec4 func1_f4() {
bool sk_Clockwise = gl_FrontFacing;
if (u_skRTFlip.y < 0.0) {
sk_Clockwise = !sk_Clockwise;
}
float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;
vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * sk_FragCoord_InvW, sk_FragCoord_InvW);
sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);
return sk_Clockwise ? sk_FragCoord_Resolved : vec4(0.0);
}
vec4 func2_f4() {
bool sk_Clockwise = gl_FrontFacing;
if (u_skRTFlip.y < 0.0) {
sk_Clockwise = !sk_Clockwise;
}
float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w;
vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * sk_FragCoord_InvW, sk_FragCoord_InvW);
sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5);
return sk_Clockwise ? vec4(0.0) : sk_FragCoord_Resolved;
}
void main() {
sk_FragColor = func1_f4() + func2_f4();
}