bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-matrix-constr-outES3Metal.txt
2015-04-02 23:30:48 -07:00

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#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
half3 inNormal;
};
struct xlatMtlShaderOutput {
half4 _glesFragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1;
half3x3 tmpvar_2;
tmpvar_2[0].x = half(0.8164966);
tmpvar_2[0].y = half(-0.4082483);
tmpvar_2[0].z = half(-0.4082483);
tmpvar_2[1].x = half(0.0);
tmpvar_2[1].y = half(0.7071068);
tmpvar_2[1].z = half(-0.7071068);
tmpvar_2[2].x = half(0.5773503);
tmpvar_2[2].y = half(0.5773503);
tmpvar_2[2].z = half(0.5773503);
c_1.xyz = (tmpvar_2 * _mtl_i.inNormal);
c_1.w = half(0.0);
_mtl_o._glesFragData = c_1;
return _mtl_o;
}
// stats: 11 alu 0 tex 0 flow
// inputs: 1
// #0: inNormal (medium float) 3x1 [-1]