1 STRINGIFY( 2 3 // defines built-in interfaces supported by SkiaSL fragment shaders 4 5 layout(builtin=15) in float4 sk_FragCoord; 6 layout(builtin=3) float sk_ClipDistance[1]; 7 8 // 9999 is a temporary value that causes us to ignore these declarations beyond 9 // adding them to the symbol table. This works fine in GLSL (where they do not 10 // require any further handling) but will fail in SPIR-V. We'll have a better 11 // solution for this soon. 12 layout(builtin=9999) float4 gl_LastFragData[1]; 13 layout(builtin=9999) half4 gl_LastFragColor; 14 layout(builtin=9999) half4 gl_LastFragColorARM; 15 layout(builtin=9999) int gl_SampleMaskIn[1]; 16 layout(builtin=9999) out int gl_SampleMask[1]; 17 layout(builtin=9999) half4 gl_SecondaryFragColorEXT; 18 19 layout(builtin=10003) half4 sk_InColor; 20 layout(builtin=10004) out half4 sk_OutColor; 21 layout(builtin=10005) float2[] sk_TransformedCoords2D; 22 layout(builtin=10006) sampler2D[] sk_TextureSamplers; 23 layout(builtin=10011) half sk_Width; 24 layout(builtin=10012) half sk_Height; 25 26 half4 process(fragmentProcessor fp); 27 half4 process(fragmentProcessor fp, half4 input); 28 ) 29