1*c8dee2aaSAndroid Build Coastguard Worker // Copyright 2024 Google LLC.
2*c8dee2aaSAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
3*c8dee2aaSAndroid Build Coastguard Worker #include "tools/fiddle/examples.h"
4*c8dee2aaSAndroid Build Coastguard Worker REG_FIDDLE(SkSL_EvaluatingTwoShaders, 128, 128, false, 5) {
5*c8dee2aaSAndroid Build Coastguard Worker // Create a linear gradient from white (left) to black (right)
makeGradientShader()6*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> makeGradientShader() {
7*c8dee2aaSAndroid Build Coastguard Worker const SkPoint pts[] = { { 0, 0 }, { 128, 0 } };
8*c8dee2aaSAndroid Build Coastguard Worker const SkColor colors[] = { SK_ColorWHITE, SK_ColorBLACK };
9*c8dee2aaSAndroid Build Coastguard Worker return SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkTileMode::kClamp);
10*c8dee2aaSAndroid Build Coastguard Worker }
11*c8dee2aaSAndroid Build Coastguard Worker
draw(SkCanvas * canvas)12*c8dee2aaSAndroid Build Coastguard Worker void draw(SkCanvas* canvas) {
13*c8dee2aaSAndroid Build Coastguard Worker // Turn `image` into an SkShader:
14*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
15*c8dee2aaSAndroid Build Coastguard Worker
16*c8dee2aaSAndroid Build Coastguard Worker const char* sksl =
17*c8dee2aaSAndroid Build Coastguard Worker "uniform shader input_1;"
18*c8dee2aaSAndroid Build Coastguard Worker "uniform shader input_2;"
19*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 coord) {"
20*c8dee2aaSAndroid Build Coastguard Worker " return input_1.eval(coord) * input_2.eval(coord);"
21*c8dee2aaSAndroid Build Coastguard Worker "}";
22*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeEffect::ChildPtr children[] = { /*input_1=*/ imageShader,
23*c8dee2aaSAndroid Build Coastguard Worker /*input_2=*/ makeGradientShader() };
24*c8dee2aaSAndroid Build Coastguard Worker
25*c8dee2aaSAndroid Build Coastguard Worker // Create SkShader from SkSL, then fill surface: // SK_FOLD_START
26*c8dee2aaSAndroid Build Coastguard Worker
27*c8dee2aaSAndroid Build Coastguard Worker // Create an SkShader from our SkSL, with `children` bound to the inputs:
28*c8dee2aaSAndroid Build Coastguard Worker auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
29*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr,
30*c8dee2aaSAndroid Build Coastguard Worker /*children=*/ { children, 2 });
31*c8dee2aaSAndroid Build Coastguard Worker
32*c8dee2aaSAndroid Build Coastguard Worker // Fill the surface with `myShader`:
33*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
34*c8dee2aaSAndroid Build Coastguard Worker p.setShader(myShader);
35*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPaint(p);
36*c8dee2aaSAndroid Build Coastguard Worker // SK_FOLD_END
37*c8dee2aaSAndroid Build Coastguard Worker }
38*c8dee2aaSAndroid Build Coastguard Worker } // END FIDDLE
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