bgfx/3rdparty/glsl-optimizer/tests/fragment/loop-forafterdiscard-outES.txt

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uniform sampler2D _MainTex;
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uniform highp vec4 _TerrainTreeLightColors[4];
varying highp vec2 xlv_uv;
varying highp vec3 xlv_nl;
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void main ()
{
lowp vec4 tmpvar_1;
mediump vec3 light_2;
lowp vec4 tmpvar_3;
tmpvar_3 = texture2D (_MainTex, xlv_uv);
if ((tmpvar_3.w < 0.5)) {
discard;
};
highp vec3 tmpvar_4;
tmpvar_4 = ((tmpvar_3.xyz * xlv_nl.x) * _TerrainTreeLightColors[0].xyz);
light_2 = tmpvar_4;
highp vec3 tmpvar_5;
tmpvar_5 = (light_2 + ((tmpvar_3.xyz * xlv_nl.y) * _TerrainTreeLightColors[1].xyz));
light_2 = tmpvar_5;
highp vec3 tmpvar_6;
tmpvar_6 = (light_2 + ((tmpvar_3.xyz * xlv_nl.z) * _TerrainTreeLightColors[2].xyz));
light_2 = tmpvar_6;
mediump vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = light_2;
tmpvar_1 = tmpvar_7;
gl_FragData[0] = tmpvar_1;
}
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// inputs: 2, stats: 10 alu 2 tex 1 flow