bgfx/3rdparty/glsl-optimizer/tests/fragment/ternary-vec4-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 tmpvar_1;
float4 a_2;
a_2 = float4(0.0, 0.0, 0.0, 0.0);
bool4 tmpvar_3;
tmpvar_3 = bool4((_mtl_i.xlv_TEXCOORD0 > float4(0.5, 0.5, 0.5, 0.5)));
float tmpvar_4;
if (tmpvar_3.x) {
tmpvar_4 = 1.0;
} else {
tmpvar_4 = 5.0;
};
float tmpvar_5;
if (tmpvar_3.y) {
tmpvar_5 = 2.0;
} else {
tmpvar_5 = 6.0;
};
float tmpvar_6;
if (tmpvar_3.z) {
tmpvar_6 = 3.0;
} else {
tmpvar_6 = 7.0;
};
float tmpvar_7;
if (tmpvar_3.w) {
tmpvar_7 = 4.0;
} else {
tmpvar_7 = 8.0;
};
float4 tmpvar_8;
tmpvar_8.x = tmpvar_4;
tmpvar_8.y = tmpvar_5;
tmpvar_8.z = tmpvar_6;
tmpvar_8.w = tmpvar_7;
a_2 = tmpvar_8;
bool4 tmpvar_9;
tmpvar_9 = bool4((_mtl_i.xlv_TEXCOORD0 > float4(0.5, 0.5, 0.5, 0.5)));
float tmpvar_10;
if (tmpvar_9.x) {
tmpvar_10 = 1.0;
} else {
tmpvar_10 = 5.0;
};
float tmpvar_11;
if (tmpvar_9.y) {
tmpvar_11 = 2.0;
} else {
tmpvar_11 = 6.0;
};
float tmpvar_12;
if (tmpvar_9.z) {
tmpvar_12 = 3.0;
} else {
tmpvar_12 = 7.0;
};
float tmpvar_13;
if (tmpvar_9.w) {
tmpvar_13 = 4.0;
} else {
tmpvar_13 = 8.0;
};
float4 tmpvar_14;
tmpvar_14.x = tmpvar_10;
tmpvar_14.y = tmpvar_11;
tmpvar_14.z = tmpvar_12;
tmpvar_14.w = tmpvar_13;
a_2 = (tmpvar_8 + tmpvar_14);
bool4 tmpvar_15;
tmpvar_15 = bool4((_mtl_i.xlv_TEXCOORD0 > float4(0.5, 0.5, 0.5, 0.5)));
float tmpvar_16;
if (tmpvar_15.x) {
tmpvar_16 = 1.0;
} else {
tmpvar_16 = 2.0;
};
float tmpvar_17;
if (tmpvar_15.y) {
tmpvar_17 = 1.0;
} else {
tmpvar_17 = 2.0;
};
float tmpvar_18;
if (tmpvar_15.z) {
tmpvar_18 = 1.0;
} else {
tmpvar_18 = 2.0;
};
float tmpvar_19;
if (tmpvar_15.w) {
tmpvar_19 = 1.0;
} else {
tmpvar_19 = 2.0;
};
float4 tmpvar_20;
tmpvar_20.x = tmpvar_16;
tmpvar_20.y = tmpvar_17;
tmpvar_20.z = tmpvar_18;
tmpvar_20.w = tmpvar_19;
a_2 = (a_2 + tmpvar_20);
bool4 tmpvar_21;
tmpvar_21 = bool4((_mtl_i.xlv_TEXCOORD0 > float4(0.5, 0.5, 0.5, 0.5)));
float tmpvar_22;
if (tmpvar_21.x) {
tmpvar_22 = 1.0;
} else {
tmpvar_22 = 2.0;
};
float tmpvar_23;
if (tmpvar_21.y) {
tmpvar_23 = 1.0;
} else {
tmpvar_23 = 2.0;
};
float tmpvar_24;
if (tmpvar_21.z) {
tmpvar_24 = 1.0;
} else {
tmpvar_24 = 2.0;
};
float tmpvar_25;
if (tmpvar_21.w) {
tmpvar_25 = 1.0;
} else {
tmpvar_25 = 2.0;
};
float4 tmpvar_26;
tmpvar_26.x = tmpvar_22;
tmpvar_26.y = tmpvar_23;
tmpvar_26.z = tmpvar_24;
tmpvar_26.w = tmpvar_25;
a_2 = (a_2 + tmpvar_26);
bool4 tmpvar_27;
tmpvar_27 = bool4(fract(_mtl_i.xlv_TEXCOORD0));
float tmpvar_28;
if (tmpvar_27.x) {
tmpvar_28 = 1.0;
} else {
tmpvar_28 = 2.0;
};
float tmpvar_29;
if (tmpvar_27.y) {
tmpvar_29 = 1.0;
} else {
tmpvar_29 = 2.0;
};
float tmpvar_30;
if (tmpvar_27.z) {
tmpvar_30 = 1.0;
} else {
tmpvar_30 = 2.0;
};
float tmpvar_31;
if (tmpvar_27.w) {
tmpvar_31 = 1.0;
} else {
tmpvar_31 = 2.0;
};
float4 tmpvar_32;
tmpvar_32.x = tmpvar_28;
tmpvar_32.y = tmpvar_29;
tmpvar_32.z = tmpvar_30;
tmpvar_32.w = tmpvar_31;
a_2 = (a_2 + tmpvar_32);
tmpvar_1 = half4(a_2);
_mtl_o._fragData = tmpvar_1;
return _mtl_o;
}
// stats: 51 alu 0 tex 20 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]