// Copyright 2024 Google LLC. // Use of this source code is governed by a BSD-style license that can be found in the LICENSE file. #include "tools/fiddle/examples.h" REG_FIDDLE(SkSL_EvaluatingTwoShaders, 128, 128, false, 5) { // Create a linear gradient from white (left) to black (right) sk_sp makeGradientShader() { const SkPoint pts[] = { { 0, 0 }, { 128, 0 } }; const SkColor colors[] = { SK_ColorWHITE, SK_ColorBLACK }; return SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp); } void draw(SkCanvas* canvas) { // Turn `image` into an SkShader: sk_sp imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear)); const char* sksl = "uniform shader input_1;" "uniform shader input_2;" "half4 main(float2 coord) {" " return input_1.eval(coord) * input_2.eval(coord);" "}"; SkRuntimeEffect::ChildPtr children[] = { /*input_1=*/ imageShader, /*input_2=*/ makeGradientShader() }; // Create SkShader from SkSL, then fill surface: // SK_FOLD_START // Create an SkShader from our SkSL, with `children` bound to the inputs: auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl)); sk_sp myShader = effect->makeShader(/*uniforms=*/ nullptr, /*children=*/ { children, 2 }); // Fill the surface with `myShader`: SkPaint p; p.setShader(myShader); canvas->drawPaint(p); // SK_FOLD_END } } // END FIDDLE