bgfx/3rdparty/glsl-optimizer/tests/fragment/opt-grafting-precision-outES3Metal.txt

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2014-10-11 15:32:43 -04:00
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
half3 normal;
half3 halfDir;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
half specPower;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1;
half tmpvar_2;
tmpvar_2 = dot (_mtl_i.normal, _mtl_i.halfDir);
half4 tmpvar_3;
tmpvar_3 = half4(pow (tmpvar_2, _mtl_u.specPower));
c_1 = tmpvar_3;
_mtl_o._fragData = c_1;
return _mtl_o;
}
// stats: 2 alu 0 tex 0 flow
// inputs: 2
// #0: normal (low float) 3x1 [-1]
// #1: halfDir (low float) 3x1 [-1]
// uniforms: 1 (total size: 2)
// #0: specPower (medium float) 1x1 [-1] loc 0