bgfx/3rdparty/glsl-optimizer/tests/fragment/ternary-outES3Metal.txt

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2014-10-11 15:32:43 -04:00
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
float4 xlv_TEXCOORD0;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1;
c_1 = half4(float4(0.0, 0.0, 0.0, 0.0));
float tmpvar_2;
if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) {
tmpvar_2 = 0.9;
} else {
tmpvar_2 = 0.1;
};
c_1 = half4(float4(tmpvar_2));
float4 tmpvar_3;
if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) {
tmpvar_3 = float4(0.9, 0.9, 0.9, 0.9);
} else {
tmpvar_3 = float4(0.1, 0.1, 0.1, 0.1);
};
c_1 = ((half4)(float4(tmpvar_2) + tmpvar_3));
float3 tmpvar_4;
if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) {
tmpvar_4 = float3(0.9, 0.9, 0.9);
} else {
tmpvar_4 = float3(0.1, 0.1, 0.1);
};
c_1.xyz = (c_1.xyz + (half3)tmpvar_4);
float2 tmpvar_5;
if ((_mtl_i.xlv_TEXCOORD0.x > 0.5)) {
tmpvar_5 = float2(0.9, 0.9);
} else {
tmpvar_5 = float2(0.1, 0.1);
};
c_1.xy = (c_1.xy + (half2)tmpvar_5);
float tmpvar_6;
tmpvar_6 = fract(_mtl_i.xlv_TEXCOORD0.x);
float tmpvar_7;
if (bool(tmpvar_6)) {
tmpvar_7 = 0.9;
} else {
tmpvar_7 = 0.1;
};
c_1.x = (c_1.x + (half)tmpvar_7);
_mtl_o._fragData = c_1;
return _mtl_o;
}
// stats: 21 alu 0 tex 5 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]