bgfx/3rdparty/glsl-optimizer/tests/fragment/sampler-precision-outES.txt

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uniform sampler2D texlow;
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uniform mediump sampler2D texmed;
uniform highp sampler2D texhigh;
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uniform lowp samplerCube cubelow;
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uniform mediump samplerCube cubemed;
uniform highp samplerCube cubehigh;
varying highp vec4 varUV;
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void main ()
{
mediump vec4 c_1;
lowp vec4 tmpvar_2;
tmpvar_2 = texture2D (texlow, varUV.xy);
c_1 = tmpvar_2;
mediump vec4 tmpvar_3;
tmpvar_3 = texture2D (texmed, varUV.xy);
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c_1 = (c_1 + tmpvar_3);
highp vec4 tmpvar_4;
tmpvar_4 = texture2D (texhigh, varUV.xy);
c_1 = (c_1 + tmpvar_4);
lowp vec4 tmpvar_5;
tmpvar_5 = textureCube (cubelow, varUV.xyz);
c_1 = (c_1 + tmpvar_5);
mediump vec4 tmpvar_6;
tmpvar_6 = textureCube (cubemed, varUV.xyz);
c_1 = (c_1 + tmpvar_6);
highp vec4 tmpvar_7;
tmpvar_7 = textureCube (cubehigh, varUV.xyz);
c_1 = (c_1 + tmpvar_7);
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gl_FragData[0] = c_1;
}
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// stats: 5 alu 6 tex 0 flow
// inputs: 1
// #0: varUV (high float) 4x1 [-1]
// textures: 6
// #0: texlow (low 2d) 0x0 [-1]
// #1: texmed (medium 2d) 0x0 [-1]
// #2: texhigh (high 2d) 0x0 [-1]
// #3: cubelow (low cube) 0x0 [-1]
// #4: cubemed (medium cube) 0x0 [-1]
// #5: cubehigh (high cube) 0x0 [-1]