11 lines
603 B
GLSL
11 lines
603 B
GLSL
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uniform vec2 u_skRTFlip;
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out vec4 sk_FragColor;
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uniform vec4 testInputs;
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uniform vec4 colorGreen;
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uniform vec4 colorRed;
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vec4 main() {
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vec4 expected = vec4(0.0);
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return ((((((u_skRTFlip.y * dFdy(testInputs.x)) == expected.x && (u_skRTFlip.y * dFdy(testInputs.xy)) == expected.xy) && (u_skRTFlip.y * dFdy(testInputs.xyz)) == expected.xyz) && (u_skRTFlip.y * dFdy(testInputs)) == expected) && sign((u_skRTFlip.y * dFdy(coords.xx))) == vec2(0.0, 0.0)) && sign((u_skRTFlip.y * dFdy(coords.yy))) == vec2(1.0, 1.0)) && sign((u_skRTFlip.y * dFdy(coords))) == vec2(0.0, 1.0) ? colorGreen : colorRed;
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}
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