bgfx/3rdparty/glsl-optimizer/tests/fragment/sampler-precision-outES3.txt
2014-10-11 12:32:43 -07:00

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#version 300 es
out lowp vec4 _fragData;
uniform sampler2D texlow;
uniform mediump sampler2D texmed;
uniform highp sampler2D texhigh;
uniform lowp samplerCube cubelow;
uniform mediump samplerCube cubemed;
uniform highp samplerCube cubehigh;
in highp vec4 varUV;
void main ()
{
mediump vec4 c_1;
lowp vec4 tmpvar_2;
tmpvar_2 = texture (texlow, varUV.xy);
c_1 = tmpvar_2;
mediump vec4 tmpvar_3;
tmpvar_3 = texture (texmed, varUV.xy);
c_1 = (c_1 + tmpvar_3);
highp vec4 tmpvar_4;
tmpvar_4 = texture (texhigh, varUV.xy);
c_1 = (c_1 + tmpvar_4);
lowp vec4 tmpvar_5;
tmpvar_5 = texture (cubelow, varUV.xyz);
c_1 = (c_1 + tmpvar_5);
mediump vec4 tmpvar_6;
tmpvar_6 = texture (cubemed, varUV.xyz);
c_1 = (c_1 + tmpvar_6);
highp vec4 tmpvar_7;
tmpvar_7 = texture (cubehigh, varUV.xyz);
c_1 = (c_1 + tmpvar_7);
_fragData = c_1;
}
// stats: 5 alu 6 tex 0 flow
// inputs: 1
// #0: varUV (high float) 4x1 [-1]
// textures: 6
// #0: texlow (low 2d) 0x0 [-1]
// #1: texmed (medium 2d) 0x0 [-1]
// #2: texhigh (high 2d) 0x0 [-1]
// #3: cubelow (low cube) 0x0 [-1]
// #4: cubemed (medium cube) 0x0 [-1]
// #5: cubehigh (high cube) 0x0 [-1]