bgfx/3rdparty/glsl-optimizer/tests/global-mutable-inES3.txt

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2015-04-03 09:30:48 +03:00
#version 300 es
uniform highp float uni1;
uniform mediump vec4 uni4;
uniform sampler2D tex1;
uniform lowp vec4 unity_ColorSpaceDouble;
uniform mediump vec3 _SkyTint;
uniform mediump float _AtmosphereThickness;
// global variables that aren't uniforms
highp float mut_uni1;
mediump vec4 mut_uni4;
// global variables that are modified in complex chains of assignments/branches
highp vec3 kSkyTintInGammaSpace;
highp float kKrESun;
highp float kKr4PI;
highp vec3 SampleDiffuse(in highp vec2 uv)
{
mut_uni4.xy = uv;
return vec3(texture(tex1, mut_uni4.xy));
}
lowp vec4 xlat_main(in highp vec4 uv)
{
lowp vec4 c = vec4(0.0);
c.x += mut_uni4.x;
c.xyz += SampleDiffuse(uv.xy);
c.z += mut_uni1;
mut_uni1 += 2.0;
c.w += mut_uni1;
mediump vec3 tmpvar_1;
if ((unity_ColorSpaceDouble.x > 2.0)) {
tmpvar_1 = pow (_SkyTint, vec3(0.454545, 0.454545, 0.454545));
} else {
tmpvar_1 = _SkyTint;
};
kSkyTintInGammaSpace = tmpvar_1;
highp vec3 tmpvar_2;
tmpvar_2 = (1.0/(pow (mix (vec3(0.5, 0.42, 0.325), vec3(0.8, 0.72, 0.625),
(vec3(1.0, 1.0, 1.0) - kSkyTintInGammaSpace)
), vec3(4.0, 4.0, 4.0))));
mediump float tmpvar_3;
mediump float cse_4;
cse_4 = pow (_AtmosphereThickness, 2.5);
tmpvar_3 = (mix (0.0, 0.0025, cse_4) * 20.0);
kKrESun = tmpvar_3;
mediump float tmpvar_5;
tmpvar_5 = (12.5664 * mix (0.0, 0.0025, cse_4));
kKr4PI = tmpvar_5;
if (uv.x > 0.5)
{
c.x += pow(kKrESun, kKr4PI);
}
return c;
}
in highp vec4 var_uv;
out mediump vec4 out_data;
void main()
{
mut_uni1 = uni1;
mut_uni4 = uni4;
lowp vec4 r = xlat_main(var_uv);
out_data = r;
}