bgfx/3rdparty/glsl-optimizer/tests/fragment/texProj-outES3.txt

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#version 300 es
out mediump vec4 _fragData;
uniform sampler2D tex;
uniform lowp sampler2DShadow shadowmap;
in highp vec4 uv;
void main ()
{
lowp vec4 c_1;
c_1 = (textureProj (tex, uv) + textureProj (tex, uv.xyz));
c_1 = (c_1 + textureProjLod (tex, uv, 1.0));
c_1 = (c_1 + textureProjLod (tex, uv.xyz, 1.0));
c_1 = (c_1 + vec4(texture (shadowmap, uv.xyz)));
c_1 = (c_1 + vec4(textureProj (shadowmap, uv)));
_fragData = c_1;
}
// stats: 5 alu 6 tex 0 flow
// inputs: 1
// #0: uv (high float) 4x1 [-1]
// textures: 2
// #0: tex (low 2d) 0x0 [-1]
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// #1: shadowmap (low 2dshadow) 0x0 [-1]