make_bitmap();
fInitialized = true;
}
+ canvas->clear(0xFF101010);
+ SkPaint checkPaint;
+ checkPaint.setColor(0xFF202020);
+ for (int y = 0; y < HEIGHT; y += 16) {
+ for (int x = 0; x < WIDTH; x += 16) {
+ canvas->save();
+ canvas->translate(SkIntToScalar(x), SkIntToScalar(y));
+ canvas->drawRect(SkRect::MakeXYWH(8, 0, 8, 8), checkPaint);
+ canvas->drawRect(SkRect::MakeXYWH(0, 8, 8, 8), checkPaint);
+ canvas->restore();
+ }
+ }
SkPoint3 pointLocation(0, 0, SkIntToScalar(10));
SkScalar azimuthRad = SkDegreesToRadians(SkIntToScalar(225));
SkScalar elevationRad = SkDegreesToRadians(SkIntToScalar(5));
SkString lightBody;
lightBody.appendf("\tvec3 halfDir = vec3(normalize(surfaceToLight + vec3(0, 0, 1)));\n");
lightBody.appendf("\tfloat colorScale = %s * pow(dot(normal, halfDir), %s);\n", ks, shininess);
- lightBody.appendf("\treturn vec4(lightColor * clamp(colorScale, 0.0, 1.0), 1.0);\n");
+ lightBody.appendf("\tvec3 color = lightColor * clamp(colorScale, 0.0, 1.0);\n");
+ lightBody.appendf("\treturn vec4(color, max(max(color.r, color.g), color.b));\n");
builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType,
kVec4f_GrSLType,
"light",