bgfx/3rdparty/glsl-optimizer/tests/fragment/z-particle-ir.txt

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struct v2f {
vec4 vertex;
vec4 color;
vec2 texcoord;
};
uniform sampler2D _MainTex;
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varying vec4 xlv_COLOR;
varying vec2 xlv_TEXCOORD0;
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vec4 xlat_main (
in v2f i_1
)
{
vec4 tmpvar_2;
tmpvar_2 = texture2D (_MainTex, i_1.texcoord);
return (i_1.color * tmpvar_2);
}
void main ()
{
v2f xlt_i_3;
vec4 xl_retval_4;
vec4 tmpvar_5;
tmpvar_5 = vec4(0.0, 0.0, 0.0, 0.0);
xlt_i_3.vertex = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6 = xlv_COLOR.xyzw;
vec4 tmpvar_7;
tmpvar_7 = tmpvar_6;
xlt_i_3.color = tmpvar_7;
vec2 tmpvar_8;
tmpvar_8 = xlv_TEXCOORD0.xy;
vec2 tmpvar_9;
tmpvar_9 = tmpvar_8;
xlt_i_3.texcoord = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10 = xlat_main (xlt_i_3);
vec4 tmpvar_11;
tmpvar_11 = tmpvar_10;
xl_retval_4 = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12 = xl_retval_4.xyzw;
vec4 tmpvar_13;
tmpvar_13 = tmpvar_12;
gl_FragData[0] = tmpvar_13;
}