bgfx/3rdparty/glsl-optimizer/tests/fragment/glsl120-basic-out.txt

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#version 120
uniform float inInit = 13.0;
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uniform mat4x3 nonSqMat;
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uniform vec4 uniInit = vec4(1.0, 2.0, 3.0, 4.0);
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void main ()
{
vec4 v_1;
v_1.x = (1.2 + nonSqMat[0].x);
v_1.y = 6.0;
v_1.z = (inInit + 4.0);
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v_1.w = (-1.0 + uniInit.w);
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gl_FragColor = v_1;
}
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// stats: 4 alu 0 tex 0 flow
// uniforms: 3 (total size: 0)
// #0: inInit (high float) 1x1 [-1]
// #1: nonSqMat (high float) 3x4 [-1]
// #2: uniInit (high float) 4x1 [-1]