bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-matrix-constr-out.txt

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void main ()
{
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_1;
tmpvar_1.w = 1.0;
tmpvar_1.xyz = (((mat3(0.1, 0.8, 0.1, 0.3, 0.3, 0.5, 0.9, 0.0, 0.1) * gl_Normal) * 0.5) + 0.5);
gl_FrontColor = tmpvar_1;
}
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// stats: 5 alu 0 tex 0 flow
// inputs: 2
// #0: gl_Normal (high float) 3x1 [-1] loc 2
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 1 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]