bgfx/3rdparty/glsl-optimizer/tests/fragment/texOffset-irES3.txt

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2014-02-11 02:06:13 -05:00
#version 300 es
in mediump vec3 uv;
out lowp vec4 outColor;
uniform sampler2D tex;
uniform sampler3D vol;
void main ()
{
lowp vec4 c_1;
lowp vec4 tmpvar_2;
tmpvar_2 = textureOffset (tex, uv.xy, ivec2(-2, -3));
lowp vec4 tmpvar_3;
tmpvar_3 = tmpvar_2;
c_1 = tmpvar_3;
lowp vec4 tmpvar_4;
tmpvar_4 = textureOffset (tex, uv.xy, ivec2(4, 5), 0.5);
lowp vec4 tmpvar_5;
tmpvar_5 = (c_1 + tmpvar_4);
c_1 = tmpvar_5;
lowp vec4 tmpvar_6;
tmpvar_6 = textureOffset (vol, uv.xyz, ivec3(-2, -3, -4));
lowp vec4 tmpvar_7;
tmpvar_7 = (c_1 + tmpvar_6);
c_1 = tmpvar_7;
lowp vec4 tmpvar_8;
tmpvar_8 = textureOffset (vol, uv.xyz, ivec3(4, 5, 6), -0.5);
lowp vec4 tmpvar_9;
tmpvar_9 = (c_1 + tmpvar_8);
c_1 = tmpvar_9;
lowp vec4 tmpvar_10;
tmpvar_10 = texelFetch (tex, ivec2(1, 2), 1);
lowp vec4 tmpvar_11;
tmpvar_11 = (c_1 + tmpvar_10);
c_1 = tmpvar_11;
lowp vec4 tmpvar_12;
tmpvar_12 = texelFetch (vol, ivec3(1, 2, 3), 2);
lowp vec4 tmpvar_13;
tmpvar_13 = (c_1 + tmpvar_12);
c_1 = tmpvar_13;
lowp vec4 tmpvar_14;
tmpvar_14 = texelFetchOffset (tex, ivec2(1, 2), 3, ivec2(-2, -3));
lowp vec4 tmpvar_15;
tmpvar_15 = (c_1 + tmpvar_14);
c_1 = tmpvar_15;
lowp vec4 tmpvar_16;
tmpvar_16 = texelFetchOffset (vol, ivec3(1, 2, 3), 0, ivec3(-2, -3, -4));
lowp vec4 tmpvar_17;
tmpvar_17 = (c_1 + tmpvar_16);
c_1 = tmpvar_17;
lowp vec4 tmpvar_18;
tmpvar_18 = c_1;
outColor = tmpvar_18;
}