1#version 400 2uniform vec2 u_skRTFlip; 3in vec4 sk_FragCoord_Workaround; 4out vec4 sk_FragColor; 5vec4 func1_f4() { 6 bool sk_Clockwise = gl_FrontFacing; 7 if (u_skRTFlip.y < 0.0) { 8 sk_Clockwise = !sk_Clockwise; 9 } 10 float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w; 11 vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * sk_FragCoord_InvW, sk_FragCoord_InvW); 12 sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5); 13 return sk_Clockwise ? sk_FragCoord_Resolved : vec4(0.0); 14} 15vec4 func2_f4() { 16 bool sk_Clockwise = gl_FrontFacing; 17 if (u_skRTFlip.y < 0.0) { 18 sk_Clockwise = !sk_Clockwise; 19 } 20 float sk_FragCoord_InvW = 1. / sk_FragCoord_Workaround.w; 21 vec4 sk_FragCoord_Resolved = vec4(sk_FragCoord_Workaround.xyz * sk_FragCoord_InvW, sk_FragCoord_InvW); 22 sk_FragCoord_Resolved.xy = floor(sk_FragCoord_Resolved.xy) + vec2(.5); 23 return sk_Clockwise ? vec4(0.0) : sk_FragCoord_Resolved; 24} 25void main() { 26 sk_FragColor = func1_f4() + func2_f4(); 27} 28