bgfx/3rdparty/glsl-optimizer/tests/fragment/tex2dshadow-irES3.txt

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2014-02-11 11:06:13 +04:00
#version 300 es
precision mediump float;
uniform lowp sampler2DShadow shadowmap;
in highp vec4 xlv_TEXCOORD0;
out lowp vec4 _fragColor;
float xll_shadow2D (
in lowp sampler2DShadow s_1,
in vec3 coord_2
)
{
lowp float tmpvar_3;
tmpvar_3 = texture (s_1, coord_2);
return tmpvar_3;
}
float xll_shadow2Dproj (
in lowp sampler2DShadow s_4,
in vec4 coord_5
)
{
lowp float tmpvar_6;
tmpvar_6 = textureProj (s_4, coord_5);
return tmpvar_6;
}
lowp vec4 xlat_main (
in highp vec4 uv_7
)
{
lowp float s2_8;
lowp float s1_9;
float tmpvar_10;
tmpvar_10 = xll_shadow2D (shadowmap, uv_7.xyz);
float tmpvar_11;
tmpvar_11 = tmpvar_10;
s1_9 = tmpvar_11;
float tmpvar_12;
tmpvar_12 = xll_shadow2Dproj (shadowmap, uv_7);
float tmpvar_13;
tmpvar_13 = tmpvar_12;
s2_8 = tmpvar_13;
lowp vec4 tmpvar_14;
tmpvar_14 = vec4((s1_9 + s2_8));
return tmpvar_14;
}
void main ()
{
lowp vec4 xl_retval_15;
highp vec4 tmpvar_16;
tmpvar_16 = xlv_TEXCOORD0.xyzw;
lowp vec4 tmpvar_17;
tmpvar_17 = xlat_main (tmpvar_16);
lowp vec4 tmpvar_18;
tmpvar_18 = tmpvar_17;
xl_retval_15 = tmpvar_18;
lowp vec4 tmpvar_19;
tmpvar_19 = xl_retval_15.xyzw;
lowp vec4 tmpvar_20;
tmpvar_20 = tmpvar_19;
_fragColor = tmpvar_20;
}