bgfx/3rdparty/glsl-optimizer/tests/fragment/nested-inlining-out.txt

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2012-10-08 07:41:18 +04:00
uniform vec3 uniVal;
void main ()
{
if ((uniVal.x > 1.0)) {
gl_FragData[0] = vec4(0.0, 0.0, 0.0, 0.0);
} else {
float x_1;
x_1 = (0.001 - uniVal.x);
if ((x_1 < 0.0)) {
discard;
};
float x_2;
x_2 = (0.001 - uniVal.y);
if ((x_2 < 0.0)) {
discard;
};
gl_FragData[0] = vec4(1.0, 1.0, 1.0, 1.0);
};
}