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

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uniform sampler2D texlow;
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uniform mediump sampler2D texmed;
uniform highp sampler2D texhigh;
uniform samplerCube cubelow;
uniform mediump samplerCube cubemed;
uniform highp samplerCube cubehigh;
varying highp vec4 varUV;
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mediump vec4 xlat_main (
in highp vec4 uv_1
)
{
mediump vec4 c_2;
lowp vec4 tmpvar_3;
tmpvar_3 = texture2D (texlow, uv_1.xy);
lowp vec4 tmpvar_4;
tmpvar_4 = tmpvar_3;
c_2 = tmpvar_4;
mediump vec4 tmpvar_5;
tmpvar_5 = texture2D (texmed, uv_1.xy);
mediump vec4 tmpvar_6;
tmpvar_6 = (c_2 + tmpvar_5);
c_2 = tmpvar_6;
highp vec4 tmpvar_7;
tmpvar_7 = texture2D (texhigh, uv_1.xy);
highp vec4 tmpvar_8;
tmpvar_8 = (c_2 + tmpvar_7);
c_2 = tmpvar_8;
lowp vec4 tmpvar_9;
tmpvar_9 = textureCube (cubelow, uv_1.xyz);
mediump vec4 tmpvar_10;
tmpvar_10 = (c_2 + tmpvar_9);
c_2 = tmpvar_10;
mediump vec4 tmpvar_11;
tmpvar_11 = textureCube (cubemed, uv_1.xyz);
mediump vec4 tmpvar_12;
tmpvar_12 = (c_2 + tmpvar_11);
c_2 = tmpvar_12;
highp vec4 tmpvar_13;
tmpvar_13 = textureCube (cubehigh, uv_1.xyz);
highp vec4 tmpvar_14;
tmpvar_14 = (c_2 + tmpvar_13);
c_2 = tmpvar_14;
return c_2;
}
void main ()
{
mediump vec4 r_15;
mediump vec4 tmpvar_16;
tmpvar_16 = xlat_main (varUV);
mediump vec4 tmpvar_17;
tmpvar_17 = tmpvar_16;
r_15 = tmpvar_17;
mediump vec4 tmpvar_18;
tmpvar_18 = r_15;
gl_FragData[0] = tmpvar_18;
}