bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-default-outES.txt

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precision lowp int;
precision highp float;
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struct MyStruct {
float f;
int i;
};
uniform MyStruct s1;
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uniform float fh1;
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uniform highp float fh2;
uniform mediump float fm;
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uniform highp int il1;
uniform lowp int il2;
uniform mediump int im;
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void main ()
{
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highp int i_1;
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lowp float f_2;
highp float tmpvar_3;
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tmpvar_3 = (((fh1 + fh2) + fm) + s1.f);
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f_2 = tmpvar_3;
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mediump int tmpvar_4;
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tmpvar_4 = (((il1 + il2) + im) + s1.i);
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i_1 = tmpvar_4;
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highp float tmpvar_5;
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if ((gl_FragCoord.x > 0.5)) {
tmpvar_5 = 0.9;
} else {
tmpvar_5 = 0.1;
};
highp vec4 tmpvar_6;
tmpvar_6.w = 0.0;
tmpvar_6.x = f_2;
tmpvar_6.y = float(i_1);
tmpvar_6.z = tmpvar_5;
gl_FragColor = tmpvar_6;
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}
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// stats: 11 alu 0 tex 1 flow
// inputs: 1
// #0: gl_FragCoord (high float) 4x1 [-1] loc 0
// uniforms: 7 (total size: 0)
// #0: s1 (high other) 0x0 [-1]
// #1: fh1 (high float) 1x1 [-1]
// #2: fh2 (high float) 1x1 [-1]
// #3: fm (medium float) 1x1 [-1]
// #4: il1 (high int) 1x1 [-1]
// #5: il2 (low int) 1x1 [-1]
// #6: im (medium int) 1x1 [-1]