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

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#version 300 es
precision mediump float;
uniform lowp samplerCubeShadow shadowmap;
in mediump vec4 uv;
out mediump vec4 _fragColor;
void main ()
{
lowp vec4 tmpvar_1;
tmpvar_1 = vec4(texture (shadowmap, uv));
_fragColor = tmpvar_1;
}
// stats: 0 alu 1 tex 0 flow
// inputs: 1
// #0: uv (medium float) 4x1 [-1]
// textures: 1
// #0: shadowmap (low cube) 0x0 [-1]