bgfx/3rdparty/glsl-optimizer/tests/fragment/glsl120-basic-ir.txt

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#version 120
uniform float inInit = 13.0;
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uniform mat4x3 nonSqMat;
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void main ()
{
float arr_1[4];
vec4 v_2;
float cosPI_3 = -1.0;
float tmpvar_4;
tmpvar_4 = -1.0;
cosPI_3 = tmpvar_4;
float tmpvar_5;
tmpvar_5 = 1.2;
v_2.x = tmpvar_5;
float tmpvar_6;
tmpvar_6 = float(5);
v_2.y = vec2(tmpvar_6).y;
float tmpvar_7;
tmpvar_7 = inInit;
v_2.z = vec3(tmpvar_7).z;
float tmpvar_8;
tmpvar_8 = cosPI_3;
v_2.w = vec4(tmpvar_8).w;
float tmpvar_9;
tmpvar_9 = (v_2.x + nonSqMat[0][0]);
v_2.x = tmpvar_9;
float tmpvar_10[4];
tmpvar_10 = float[4](1.0, 2.0, 3.0, 4.0);
arr_1 = tmpvar_10;
float tmpvar_11;
tmpvar_11 = (v_2.y + arr_1[0]);
v_2.y = vec2(tmpvar_11).y;
float tmpvar_12;
tmpvar_12 = (v_2.z + float(4));
v_2.z = vec3(tmpvar_12).z;
vec4 tmpvar_13;
tmpvar_13 = v_2;
gl_FragColor = tmpvar_13;
}