bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-negsub-ir.txt

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uniform mat4 mvp;
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uniform mat3 m3a;
uniform mat3 m3b;
uniform mat3 m3c;
uniform vec4 v3a;
uniform vec4 v3b;
uniform vec4 v3c;
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void main ()
{
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vec3 rc_1;
vec3 rb_2;
vec3 tb_3;
vec3 ra_4;
vec3 ta_5;
vec4 tmpvar_6;
tmpvar_6 = (mvp * gl_Vertex);
gl_Position = tmpvar_6;
vec3 tmpvar_7;
tmpvar_7 = -((v3a.xyz - gl_Vertex.xyz));
ta_5 = tmpvar_7;
vec3 tmpvar_8;
tmpvar_8 = (m3a * ta_5);
ra_4 = tmpvar_8;
vec3 tmpvar_9;
tmpvar_9 = -(((mvp * v3b).xyz - gl_Vertex.xyz));
tb_3 = tmpvar_9;
vec3 tmpvar_10;
tmpvar_10 = (m3b * tb_3);
rb_2 = tmpvar_10;
vec3 tmpvar_11;
tmpvar_11 = (m3c * -((v3c.xyz - gl_Vertex.xyz)));
rc_1 = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12.w = 1.0;
tmpvar_12.xyz = ((ra_4 + rb_2) + rc_1).xyz;
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
gl_FrontColor = tmpvar_13;
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}