bgfx/3rdparty/glsl-optimizer/tests/fragment/zunity-MotionBlur-TileMax-out.txt

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uniform sampler2D _MainTex;
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uniform vec4 _MainTex_TexelSize;
varying vec2 xlv_TEXCOORD0;
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void main ()
{
vec2 mx_2;
vec2 uvCorner_3;
uvCorner_3 = xlv_TEXCOORD0;
mx_2 = texture2D (_MainTex, xlv_TEXCOORD0).xy;
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for (int j_1 = 0; j_1 < 8; j_1++) {
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vec2 tmpvar_4;
tmpvar_4.x = 0.0;
tmpvar_4.y = float(j_1);
vec4 tmpvar_5;
tmpvar_5 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_4 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_5.xy, vec2(float((
dot (tmpvar_5.xy, tmpvar_5.xy)
>=
dot (mx_2, mx_2)
))));
vec2 tmpvar_6;
tmpvar_6.x = 1.0;
tmpvar_6.y = float(j_1);
vec4 tmpvar_7;
tmpvar_7 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_6 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_7.xy, vec2(float((
dot (tmpvar_7.xy, tmpvar_7.xy)
>=
dot (mx_2, mx_2)
))));
vec2 tmpvar_8;
tmpvar_8.x = 2.0;
tmpvar_8.y = float(j_1);
vec4 tmpvar_9;
tmpvar_9 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_8 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_9.xy, vec2(float((
dot (tmpvar_9.xy, tmpvar_9.xy)
>=
dot (mx_2, mx_2)
))));
vec2 tmpvar_10;
tmpvar_10.x = 3.0;
tmpvar_10.y = float(j_1);
vec4 tmpvar_11;
tmpvar_11 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_10 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_11.xy, vec2(float((
dot (tmpvar_11.xy, tmpvar_11.xy)
>=
dot (mx_2, mx_2)
))));
vec2 tmpvar_12;
tmpvar_12.x = 4.0;
tmpvar_12.y = float(j_1);
vec4 tmpvar_13;
tmpvar_13 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_12 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_13.xy, vec2(float((
dot (tmpvar_13.xy, tmpvar_13.xy)
>=
dot (mx_2, mx_2)
))));
vec2 tmpvar_14;
tmpvar_14.x = 5.0;
tmpvar_14.y = float(j_1);
vec4 tmpvar_15;
tmpvar_15 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_14 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_15.xy, vec2(float((
dot (tmpvar_15.xy, tmpvar_15.xy)
>=
dot (mx_2, mx_2)
))));
vec2 tmpvar_16;
tmpvar_16.x = 6.0;
tmpvar_16.y = float(j_1);
vec4 tmpvar_17;
tmpvar_17 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_16 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_17.xy, vec2(float((
dot (tmpvar_17.xy, tmpvar_17.xy)
>=
dot (mx_2, mx_2)
))));
vec2 tmpvar_18;
tmpvar_18.x = 7.0;
tmpvar_18.y = float(j_1);
vec4 tmpvar_19;
tmpvar_19 = texture2D (_MainTex, (uvCorner_3 + (tmpvar_18 * _MainTex_TexelSize.xy)));
mx_2 = mix (mx_2, tmpvar_19.xy, vec2(float((
dot (tmpvar_19.xy, tmpvar_19.xy)
>=
dot (mx_2, mx_2)
))));
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};
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vec4 tmpvar_20;
tmpvar_20.zw = vec2(0.0, 0.0);
tmpvar_20.xy = mx_2;
gl_FragData[0] = tmpvar_20;
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}
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// inputs: 1, stats: 76 alu 9 tex 2 flow