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

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2012-10-07 23:41:18 -04:00
uniform vec3 uniVal;
void xll_clip (
in float x_1
)
{
if ((x_1 < 0.0)) {
discard;
};
}
void main ()
{
bool useZero_2;
vec2 val_3;
bool tmpvar_4;
tmpvar_4 = (uniVal.x > 1.0);
useZero_2 = tmpvar_4;
if (useZero_2) {
vec4 tmpvar_5;
tmpvar_5 = vec4(0.0, 0.0, 0.0, 0.0);
gl_FragData[0] = tmpvar_5;
} else {
vec2 tmpvar_6;
tmpvar_6 = uniVal.xy;
val_3 = tmpvar_6;
xll_clip ((0.001 - val_3.x));
xll_clip ((0.001 - val_3.y));
vec4 tmpvar_7;
tmpvar_7 = vec4(1.0, 1.0, 1.0, 1.0);
gl_FragData[0] = tmpvar_7;
};
}