bgfx/3rdparty/glsl-optimizer/tests/fragment/sampler-precision-outES.txt

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uniform sampler2D texlow;
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uniform mediump sampler2D texmed;
uniform highp sampler2D texhigh;
uniform samplerCube cubelow;
uniform mediump samplerCube cubemed;
uniform highp samplerCube cubehigh;
varying highp vec4 varUV;
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void main ()
{
mediump vec4 c_1;
lowp vec4 tmpvar_2;
tmpvar_2 = texture2D (texlow, varUV.xy);
c_1 = tmpvar_2;
mediump vec4 tmpvar_3;
tmpvar_3 = texture2D (texmed, varUV.xy);
mediump vec4 tmpvar_4;
tmpvar_4 = (c_1 + tmpvar_3);
highp vec4 tmpvar_5;
tmpvar_5 = texture2D (texhigh, varUV.xy);
highp vec4 tmpvar_6;
tmpvar_6 = (tmpvar_4 + tmpvar_5);
c_1 = tmpvar_6;
lowp vec4 tmpvar_7;
tmpvar_7 = textureCube (cubelow, varUV.xyz);
mediump vec4 tmpvar_8;
tmpvar_8 = textureCube (cubemed, varUV.xyz);
mediump vec4 tmpvar_9;
tmpvar_9 = ((c_1 + tmpvar_7) + tmpvar_8);
highp vec4 tmpvar_10;
tmpvar_10 = textureCube (cubehigh, varUV.xyz);
highp vec4 tmpvar_11;
tmpvar_11 = (tmpvar_9 + tmpvar_10);
c_1 = tmpvar_11;
gl_FragData[0] = c_1;
}
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// inputs: 1, stats: 5 alu 6 tex 0 flow