1*c8dee2aaSAndroid Build Coastguard Worker 2*c8dee2aaSAndroid Build Coastguard Workeruniform vec2 u_skRTFlip; 3*c8dee2aaSAndroid Build Coastguard Workerout vec4 sk_FragColor; 4*c8dee2aaSAndroid Build Coastguard Workervec4 func1_f4() { 5*c8dee2aaSAndroid Build Coastguard Worker bool sk_Clockwise = gl_FrontFacing; 6*c8dee2aaSAndroid Build Coastguard Worker if (u_skRTFlip.y < 0.0) { 7*c8dee2aaSAndroid Build Coastguard Worker sk_Clockwise = !sk_Clockwise; 8*c8dee2aaSAndroid Build Coastguard Worker } 9*c8dee2aaSAndroid Build Coastguard Worker vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); 10*c8dee2aaSAndroid Build Coastguard Worker return sk_Clockwise ? sk_FragCoord : vec4(0.0); 11*c8dee2aaSAndroid Build Coastguard Worker} 12*c8dee2aaSAndroid Build Coastguard Workervec4 func2_f4() { 13*c8dee2aaSAndroid Build Coastguard Worker bool sk_Clockwise = gl_FrontFacing; 14*c8dee2aaSAndroid Build Coastguard Worker if (u_skRTFlip.y < 0.0) { 15*c8dee2aaSAndroid Build Coastguard Worker sk_Clockwise = !sk_Clockwise; 16*c8dee2aaSAndroid Build Coastguard Worker } 17*c8dee2aaSAndroid Build Coastguard Worker vec4 sk_FragCoord = vec4(gl_FragCoord.x, u_skRTFlip.x + u_skRTFlip.y * gl_FragCoord.y, gl_FragCoord.z, gl_FragCoord.w); 18*c8dee2aaSAndroid Build Coastguard Worker return sk_Clockwise ? vec4(0.0) : sk_FragCoord; 19*c8dee2aaSAndroid Build Coastguard Worker} 20*c8dee2aaSAndroid Build Coastguard Workervoid main() { 21*c8dee2aaSAndroid Build Coastguard Worker sk_FragColor = func1_f4() + func2_f4(); 22*c8dee2aaSAndroid Build Coastguard Worker} 23