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

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varying vec4 xlv_TEXCOORD0;
void main ()
{
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vec4 c_1;
c_1 = vec4(0.0, 0.0, 0.0, 0.0);
float tmpvar_2;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_2 = 0.9;
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} else {
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tmpvar_2 = 0.1;
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};
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c_1 = vec4(tmpvar_2);
vec4 tmpvar_3;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_3 = vec4(0.9, 0.9, 0.9, 0.9);
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} else {
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tmpvar_3 = vec4(0.1, 0.1, 0.1, 0.1);
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};
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vec4 tmpvar_4;
tmpvar_4 = (vec4(tmpvar_2) + tmpvar_3);
c_1 = tmpvar_4;
vec3 tmpvar_5;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_5 = vec3(0.9, 0.9, 0.9);
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} else {
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tmpvar_5 = vec3(0.1, 0.1, 0.1);
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};
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c_1.xyz = (tmpvar_4.xyz + tmpvar_5);
vec2 tmpvar_6;
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if ((xlv_TEXCOORD0.x > 0.5)) {
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tmpvar_6 = vec2(0.9, 0.9);
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} else {
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tmpvar_6 = vec2(0.1, 0.1);
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};
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c_1.xy = (c_1.xy + tmpvar_6);
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float tmpvar_7;
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tmpvar_7 = fract(xlv_TEXCOORD0.x);
float tmpvar_8;
if (bool(tmpvar_7)) {
tmpvar_8 = 0.9;
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} else {
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tmpvar_8 = 0.1;
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};
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c_1.x = (c_1.x + tmpvar_8);
gl_FragData[0] = c_1;
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}