bgfx/3rdparty/glsl-optimizer/tests/fragment/const-precision-outES3.txt
2016-09-21 21:01:52 -07:00

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#version 300 es
layout(location=0) out mediump vec4 _glesFragData[1];
in mediump vec2 xlv_TEXCOORD0;
void main ()
{
mediump vec4 tmpvar_1;
mediump vec2 tmpvar_2;
tmpvar_2 = xlv_TEXCOORD0;
highp vec3 p_4;
highp vec3 f_5;
mediump vec3 h_6;
h_6 = vec3(0.0, 0.0, 0.0);
f_5 = vec3(0.0, 0.0, 0.0);
mediump vec3 tmpvar_7;
tmpvar_7.z = 1.0;
tmpvar_7.xy = xlv_TEXCOORD0;
p_4 = tmpvar_7;
for (highp int j_3 = 0; j_3 < int((tmpvar_2.x * 3.0)); j_3++) {
h_6 = (h_6 + vec3[3](vec3(1.0, 2.0, 3.0), vec3(4.0, 5.0, 6.0), vec3(7.0, 8.0, 9.0))[j_3]);
f_5 = (f_5 + vec3[3](vec3(11.0, 12.0, 13.0), vec3(14.0, 15.0, 16.0), vec3(17.0, 18.0, 19.0))[j_3]);
f_5 = (f_5 + (p_4 * vec3(1.0, 2.0, 3.0)));
f_5 = (f_5 + (vec3(4.0, 5.0, 6.0) * p_4));
};
highp vec4 tmpvar_8;
tmpvar_8.xy = h_6.xy;
tmpvar_8.zw = f_5.xy;
tmpvar_1 = tmpvar_8;
_glesFragData[0] = tmpvar_1;
}
// stats: 14 alu 0 tex 2 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]