bgfx/3rdparty/glsl-optimizer/tests/fragment/intrinsics-out.txt

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varying vec4 xlv_TEXCOORD0;
void main ()
{
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vec4 c_1;
c_1 = vec4(0.0, 0.0, 0.0, 0.0);
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float tmpvar_2;
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tmpvar_2 = (xlv_TEXCOORD0.x / 2.0);
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float tmpvar_3;
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tmpvar_3 = (fract(abs(tmpvar_2)) * 2.0);
float tmpvar_4;
if ((tmpvar_2 >= 0.0)) {
tmpvar_4 = tmpvar_3;
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} else {
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tmpvar_4 = -(tmpvar_3);
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};
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c_1.x = tmpvar_4;
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vec2 tmpvar_5;
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tmpvar_5 = (xlv_TEXCOORD0.xy / vec2(2.0, 2.0));
vec2 tmpvar_6;
tmpvar_6 = (fract(abs(tmpvar_5)) * vec2(2.0, 2.0));
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float tmpvar_7;
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if ((tmpvar_5.x >= 0.0)) {
tmpvar_7 = tmpvar_6.x;
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} else {
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tmpvar_7 = -(tmpvar_6.x);
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};
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float tmpvar_8;
if ((tmpvar_5.y >= 0.0)) {
tmpvar_8 = tmpvar_6.y;
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} else {
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tmpvar_8 = -(tmpvar_6.y);
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};
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vec2 tmpvar_9;
tmpvar_9.x = tmpvar_7;
tmpvar_9.y = tmpvar_8;
c_1.xy = (c_1.xy + tmpvar_9);
vec3 tmpvar_10;
tmpvar_10 = (xlv_TEXCOORD0.xyz / vec3(2.0, 2.0, 2.0));
vec3 tmpvar_11;
tmpvar_11 = (fract(abs(tmpvar_10)) * vec3(2.0, 2.0, 2.0));
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float tmpvar_12;
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if ((tmpvar_10.x >= 0.0)) {
tmpvar_12 = tmpvar_11.x;
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} else {
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tmpvar_12 = -(tmpvar_11.x);
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};
float tmpvar_13;
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if ((tmpvar_10.y >= 0.0)) {
tmpvar_13 = tmpvar_11.y;
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} else {
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tmpvar_13 = -(tmpvar_11.y);
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};
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float tmpvar_14;
if ((tmpvar_10.z >= 0.0)) {
tmpvar_14 = tmpvar_11.z;
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} else {
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tmpvar_14 = -(tmpvar_11.z);
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};
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vec3 tmpvar_15;
tmpvar_15.x = tmpvar_12;
tmpvar_15.y = tmpvar_13;
tmpvar_15.z = tmpvar_14;
c_1.xyz = (c_1.xyz + tmpvar_15);
vec4 tmpvar_16;
tmpvar_16 = (xlv_TEXCOORD0 / vec4(2.0, 2.0, 2.0, 2.0));
vec4 tmpvar_17;
tmpvar_17 = (fract(abs(tmpvar_16)) * vec4(2.0, 2.0, 2.0, 2.0));
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float tmpvar_18;
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if ((tmpvar_16.x >= 0.0)) {
tmpvar_18 = tmpvar_17.x;
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} else {
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tmpvar_18 = -(tmpvar_17.x);
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};
float tmpvar_19;
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if ((tmpvar_16.y >= 0.0)) {
tmpvar_19 = tmpvar_17.y;
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} else {
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tmpvar_19 = -(tmpvar_17.y);
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};
float tmpvar_20;
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if ((tmpvar_16.z >= 0.0)) {
tmpvar_20 = tmpvar_17.z;
} else {
tmpvar_20 = -(tmpvar_17.z);
};
float tmpvar_21;
if ((tmpvar_16.w >= 0.0)) {
tmpvar_21 = tmpvar_17.w;
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} else {
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tmpvar_21 = -(tmpvar_17.w);
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};
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vec4 tmpvar_22;
tmpvar_22.x = tmpvar_18;
tmpvar_22.y = tmpvar_19;
tmpvar_22.z = tmpvar_20;
tmpvar_22.w = tmpvar_21;
c_1 = (c_1 + tmpvar_22);
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c_1.x = (c_1.x + (xlv_TEXCOORD0.x - float(
int(xlv_TEXCOORD0.x)
)));
c_1.xy = (c_1.xy + (xlv_TEXCOORD0.xy - vec2(
ivec2(xlv_TEXCOORD0.xy)
)));
c_1.xyz = (c_1.xyz + (xlv_TEXCOORD0.xyz - vec3(
ivec3(xlv_TEXCOORD0.xyz)
)));
c_1 = (c_1 + (xlv_TEXCOORD0 - vec4(
ivec4(xlv_TEXCOORD0)
)));
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gl_FragData[0] = c_1;
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}
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// stats: 56 alu 0 tex 10 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]