bgfx/3rdparty/glsl-optimizer/tests/fragment/bug-loop-undeclaredinductor-outES3.txt

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2015-04-03 02:30:48 -04:00
#version 300 es
out mediump vec4 _fragData;
uniform sampler2D _MainTex;
uniform mediump float _NumPasses;
uniform mediump vec4 _ContrastShift;
uniform mediump vec4 _SaturationShift;
uniform lowp vec4 _HueShift;
uniform lowp vec4 _LuminosityShift;
in mediump vec2 xlv_TEXCOORD0;
void main ()
{
lowp vec4 t_1;
lowp vec4 tmpvar_2;
tmpvar_2 = texture (_MainTex, xlv_TEXCOORD0);
t_1 = tmpvar_2;
if ((_NumPasses > 0.0)) {
mediump float passes_3;
passes_3 = _NumPasses;
highp float i_4;
lowp vec3 res_5;
res_5 = tmpvar_2.xyz;
i_4 = 0.0;
while (true) {
if ((i_4 >= 4.0)) {
break;
};
if ((i_4 == passes_3)) {
break;
};
if ((i_4 == 0.0)) {
lowp vec3 tmpvar_6;
mediump float val_7;
val_7 = ((_ContrastShift.x * 3.0) + 12.0);
mediump float tmpvar_8;
tmpvar_8 = pow ((cos(val_7) + 1.0), val_7);
tmpvar_6 = ((res_5 - 0.5) * tmpvar_8);
res_5 = tmpvar_6;
} else {
if ((i_4 == 1.0)) {
lowp vec3 tmpvar_9;
mediump float val_10;
val_10 = ((_SaturationShift.y * 3.0) + 12.0);
mediump float tmpvar_11;
tmpvar_11 = pow ((cos(val_10) + 1.0), val_10);
tmpvar_9 = ((res_5 - 0.5) * tmpvar_11);
res_5 = tmpvar_9;
} else {
if ((i_4 == 2.0)) {
lowp vec3 tmpvar_12;
mediump float val_13;
val_13 = ((_HueShift.z * 3.0) + 12.0);
mediump float tmpvar_14;
tmpvar_14 = pow ((cos(val_13) + 1.0), val_13);
tmpvar_12 = ((res_5 - 0.5) * tmpvar_14);
res_5 = tmpvar_12;
} else {
lowp vec3 tmpvar_15;
mediump float val_16;
val_16 = ((_LuminosityShift.x * 3.0) + 12.0);
mediump float tmpvar_17;
tmpvar_17 = pow ((cos(val_16) + 1.0), val_16);
tmpvar_15 = ((res_5 - 0.5) * tmpvar_17);
res_5 = tmpvar_15;
};
};
};
i_4 += 1.0;
};
t_1.xyz = res_5;
};
lowp vec4 tmpvar_18;
tmpvar_18.w = 1.0;
tmpvar_18.xyz = t_1.xyz;
_fragData = tmpvar_18;
}
// stats: 37 alu 1 tex 7 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (medium float) 2x1 [-1]
// uniforms: 5 (total size: 0)
// #0: _NumPasses (medium float) 1x1 [-1]
// #1: _ContrastShift (medium float) 4x1 [-1]
// #2: _SaturationShift (medium float) 4x1 [-1]
// #3: _HueShift (low float) 4x1 [-1]
// #4: _LuminosityShift (low float) 4x1 [-1]
// textures: 1
// #0: _MainTex (low 2d) 0x0 [-1]