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

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varying highp vec4 xlv_TEXCOORD0;
void main ()
{
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mediump vec4 c_1;
c_1 = vec4(0.0, 0.0, 0.0, 0.0);
highp float tmpvar_2;
tmpvar_2 = (xlv_TEXCOORD0.x / 2.0);
highp float tmpvar_3;
tmpvar_3 = (fract(abs(tmpvar_2)) * 2.0);
highp float tmpvar_4;
if ((tmpvar_2 >= 0.0)) {
tmpvar_4 = tmpvar_3;
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} else {
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tmpvar_4 = -(tmpvar_3);
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};
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c_1.x = tmpvar_4;
highp vec2 tmpvar_5;
tmpvar_5 = (xlv_TEXCOORD0.xy / vec2(2.0, 2.0));
highp vec2 tmpvar_6;
tmpvar_6 = (fract(abs(tmpvar_5)) * vec2(2.0, 2.0));
highp float tmpvar_7;
if ((tmpvar_5.x >= 0.0)) {
tmpvar_7 = tmpvar_6.x;
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} else {
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tmpvar_7 = -(tmpvar_6.x);
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};
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highp float tmpvar_8;
if ((tmpvar_5.y >= 0.0)) {
tmpvar_8 = tmpvar_6.y;
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} else {
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tmpvar_8 = -(tmpvar_6.y);
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};
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highp vec2 tmpvar_9;
tmpvar_9.x = tmpvar_7;
tmpvar_9.y = tmpvar_8;
c_1.xy = (c_1.xy + tmpvar_9);
highp vec3 tmpvar_10;
tmpvar_10 = (xlv_TEXCOORD0.xyz / vec3(2.0, 2.0, 2.0));
highp vec3 tmpvar_11;
tmpvar_11 = (fract(abs(tmpvar_10)) * vec3(2.0, 2.0, 2.0));
highp float tmpvar_12;
if ((tmpvar_10.x >= 0.0)) {
tmpvar_12 = tmpvar_11.x;
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} else {
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tmpvar_12 = -(tmpvar_11.x);
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};
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highp float tmpvar_13;
if ((tmpvar_10.y >= 0.0)) {
tmpvar_13 = tmpvar_11.y;
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} else {
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tmpvar_13 = -(tmpvar_11.y);
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};
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highp float tmpvar_14;
if ((tmpvar_10.z >= 0.0)) {
tmpvar_14 = tmpvar_11.z;
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} else {
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tmpvar_14 = -(tmpvar_11.z);
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};
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highp vec3 tmpvar_15;
tmpvar_15.x = tmpvar_12;
tmpvar_15.y = tmpvar_13;
tmpvar_15.z = tmpvar_14;
c_1.xyz = (c_1.xyz + tmpvar_15);
highp vec4 tmpvar_16;
tmpvar_16 = (xlv_TEXCOORD0 / vec4(2.0, 2.0, 2.0, 2.0));
highp vec4 tmpvar_17;
tmpvar_17 = (fract(abs(tmpvar_16)) * vec4(2.0, 2.0, 2.0, 2.0));
highp float tmpvar_18;
if ((tmpvar_16.x >= 0.0)) {
tmpvar_18 = tmpvar_17.x;
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} else {
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tmpvar_18 = -(tmpvar_17.x);
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};
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highp float tmpvar_19;
if ((tmpvar_16.y >= 0.0)) {
tmpvar_19 = tmpvar_17.y;
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} else {
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tmpvar_19 = -(tmpvar_17.y);
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};
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highp float tmpvar_20;
if ((tmpvar_16.z >= 0.0)) {
tmpvar_20 = tmpvar_17.z;
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} else {
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tmpvar_20 = -(tmpvar_17.z);
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};
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highp float tmpvar_21;
if ((tmpvar_16.w >= 0.0)) {
tmpvar_21 = tmpvar_17.w;
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} else {
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tmpvar_21 = -(tmpvar_17.w);
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};
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highp vec4 tmpvar_22;
tmpvar_22.x = tmpvar_18;
tmpvar_22.y = tmpvar_19;
tmpvar_22.z = tmpvar_20;
tmpvar_22.w = tmpvar_21;
c_1 = (c_1 + tmpvar_22);
highp float tmpvar_23;
mediump float ip_24;
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highp int tmpvar_25;
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tmpvar_25 = int(xlv_TEXCOORD0.x);
ip_24 = float(tmpvar_25);
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tmpvar_23 = (xlv_TEXCOORD0.x - ip_24);
c_1.x = (c_1.x + tmpvar_23);
highp vec2 tmpvar_26;
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highp ivec2 tmpvar_27;
tmpvar_27 = ivec2(xlv_TEXCOORD0.xy);
mediump vec2 tmpvar_28;
tmpvar_28 = vec2(tmpvar_27);
tmpvar_26 = (xlv_TEXCOORD0.xy - tmpvar_28);
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c_1.xy = (c_1.xy + tmpvar_26);
highp vec3 tmpvar_29;
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highp ivec3 tmpvar_30;
tmpvar_30 = ivec3(xlv_TEXCOORD0.xyz);
mediump vec3 tmpvar_31;
tmpvar_31 = vec3(tmpvar_30);
tmpvar_29 = (xlv_TEXCOORD0.xyz - tmpvar_31);
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c_1.xyz = (c_1.xyz + tmpvar_29);
highp vec4 tmpvar_32;
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highp ivec4 tmpvar_33;
tmpvar_33 = ivec4(xlv_TEXCOORD0);
mediump vec4 tmpvar_34;
tmpvar_34 = vec4(tmpvar_33);
tmpvar_32 = (xlv_TEXCOORD0 - tmpvar_34);
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c_1 = (c_1 + tmpvar_32);
gl_FragData[0] = c_1;
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}
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// stats: 56 alu 0 tex 10 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]