bgfx/3rdparty/glsl-optimizer/tests/global-mutable-outES3.txt

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2015-04-03 02:30:48 -04:00
#version 300 es
uniform highp float uni1;
uniform mediump vec4 uni4;
uniform sampler2D tex1;
uniform mediump float _AtmosphereThickness;
highp float mut_uni1;
mediump vec4 mut_uni4;
highp float kKrESun;
highp float kKr4PI;
in highp vec4 var_uv;
out mediump vec4 out_data;
void main ()
{
mut_uni4.zw = uni4.zw;
mediump float tmpvar_5_1;
mediump float tmpvar_3_2;
lowp vec4 c_3;
c_3.yzw = vec3(0.0, 0.0, 0.0);
c_3.x = uni4.x;
highp vec3 tmpvar_4;
highp vec2 uv_5;
uv_5 = var_uv.xy;
mut_uni4.xy = uv_5;
lowp vec3 tmpvar_6;
tmpvar_6 = texture (tex1, mut_uni4.xy).xyz;
tmpvar_4 = tmpvar_6;
c_3.xyz = (c_3.xyz + tmpvar_4);
c_3.z = (c_3.z + uni1);
mut_uni1 = (uni1 + 2.0);
c_3.w = mut_uni1;
mediump float tmpvar_7;
tmpvar_7 = pow (_AtmosphereThickness, 2.5);
tmpvar_3_2 = (0.05 * tmpvar_7);
kKrESun = tmpvar_3_2;
tmpvar_5_1 = (tmpvar_7 * 0.031416);
kKr4PI = tmpvar_5_1;
if ((var_uv.x > 0.5)) {
highp float tmpvar_8;
tmpvar_8 = pow (kKrESun, kKr4PI);
c_3.x = (c_3.x + tmpvar_8);
};
out_data = c_3;
}
// stats: 10 alu 1 tex 1 flow
// inputs: 1
// #0: var_uv (high float) 4x1 [-1]
// uniforms: 3 (total size: 0)
// #0: uni1 (high float) 1x1 [-1]
// #1: uni4 (medium float) 4x1 [-1]
// #2: _AtmosphereThickness (medium float) 1x1 [-1]
// textures: 1
// #0: tex1 (low 2d) 0x0 [-1]