bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-forwithcalls-out.txt

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uniform vec4 uniColors[4];
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varying vec4 varColor;
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void main ()
{
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vec4 col_1;
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gl_Position = gl_Vertex;
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col_1 = max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[0]);
col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[1]));
col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[2]));
col_1 = (col_1 + max (vec4(0.0, 0.0, 0.0, 0.0), uniColors[3]));
varColor = col_1;
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}
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// stats: 7 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
// #0: uniColors (high float) 4x1 [4]