bgfx/3rdparty/glsl-optimizer/tests/fragment/ternary-vec4-outES.txt

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varying highp vec4 xlv_TEXCOORD0;
void main ()
{
mediump vec4 tmpvar_1;
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highp vec4 a_2;
a_2 = vec4(0.0, 0.0, 0.0, 0.0);
bvec4 tmpvar_3;
tmpvar_3 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
highp float tmpvar_4;
if (tmpvar_3.x) {
tmpvar_4 = 1.0;
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} else {
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tmpvar_4 = 5.0;
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};
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highp float tmpvar_5;
if (tmpvar_3.y) {
tmpvar_5 = 2.0;
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} else {
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tmpvar_5 = 6.0;
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};
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highp float tmpvar_6;
if (tmpvar_3.z) {
tmpvar_6 = 3.0;
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} else {
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tmpvar_6 = 7.0;
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};
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highp float tmpvar_7;
if (tmpvar_3.w) {
tmpvar_7 = 4.0;
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} else {
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tmpvar_7 = 8.0;
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};
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highp vec4 tmpvar_8;
tmpvar_8.x = tmpvar_4;
tmpvar_8.y = tmpvar_5;
tmpvar_8.z = tmpvar_6;
tmpvar_8.w = tmpvar_7;
a_2 = tmpvar_8;
bvec4 tmpvar_9;
tmpvar_9 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
highp float tmpvar_10;
if (tmpvar_9.x) {
tmpvar_10 = 1.0;
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} else {
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tmpvar_10 = 5.0;
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};
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highp float tmpvar_11;
if (tmpvar_9.y) {
tmpvar_11 = 2.0;
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} else {
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tmpvar_11 = 6.0;
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};
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highp float tmpvar_12;
if (tmpvar_9.z) {
tmpvar_12 = 3.0;
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} else {
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tmpvar_12 = 7.0;
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};
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highp float tmpvar_13;
if (tmpvar_9.w) {
tmpvar_13 = 4.0;
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} else {
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tmpvar_13 = 8.0;
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};
highp vec4 tmpvar_14;
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tmpvar_14.x = tmpvar_10;
tmpvar_14.y = tmpvar_11;
tmpvar_14.z = tmpvar_12;
tmpvar_14.w = tmpvar_13;
a_2 = (tmpvar_8 + tmpvar_14);
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bvec4 tmpvar_15;
tmpvar_15 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
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highp float tmpvar_16;
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if (tmpvar_15.x) {
tmpvar_16 = 1.0;
} else {
tmpvar_16 = 2.0;
};
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highp float tmpvar_17;
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if (tmpvar_15.y) {
tmpvar_17 = 1.0;
} else {
tmpvar_17 = 2.0;
};
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highp float tmpvar_18;
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if (tmpvar_15.z) {
tmpvar_18 = 1.0;
} else {
tmpvar_18 = 2.0;
};
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highp float tmpvar_19;
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if (tmpvar_15.w) {
tmpvar_19 = 1.0;
} else {
tmpvar_19 = 2.0;
};
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highp vec4 tmpvar_20;
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tmpvar_20.x = tmpvar_16;
tmpvar_20.y = tmpvar_17;
tmpvar_20.z = tmpvar_18;
tmpvar_20.w = tmpvar_19;
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a_2 = (a_2 + tmpvar_20);
bvec4 tmpvar_21;
tmpvar_21 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
highp float tmpvar_22;
if (tmpvar_21.x) {
tmpvar_22 = 1.0;
} else {
tmpvar_22 = 2.0;
};
highp float tmpvar_23;
if (tmpvar_21.y) {
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tmpvar_23 = 1.0;
} else {
tmpvar_23 = 2.0;
};
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highp float tmpvar_24;
if (tmpvar_21.z) {
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tmpvar_24 = 1.0;
} else {
tmpvar_24 = 2.0;
};
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highp float tmpvar_25;
if (tmpvar_21.w) {
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tmpvar_25 = 1.0;
} else {
tmpvar_25 = 2.0;
};
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highp vec4 tmpvar_26;
tmpvar_26.x = tmpvar_22;
tmpvar_26.y = tmpvar_23;
tmpvar_26.z = tmpvar_24;
tmpvar_26.w = tmpvar_25;
a_2 = (a_2 + tmpvar_26);
bvec4 tmpvar_27;
tmpvar_27 = bvec4(fract(xlv_TEXCOORD0));
highp float tmpvar_28;
if (tmpvar_27.x) {
tmpvar_28 = 1.0;
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} else {
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tmpvar_28 = 2.0;
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};
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highp float tmpvar_29;
if (tmpvar_27.y) {
tmpvar_29 = 1.0;
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} else {
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tmpvar_29 = 2.0;
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};
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highp float tmpvar_30;
if (tmpvar_27.z) {
tmpvar_30 = 1.0;
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} else {
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tmpvar_30 = 2.0;
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};
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highp float tmpvar_31;
if (tmpvar_27.w) {
tmpvar_31 = 1.0;
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} else {
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tmpvar_31 = 2.0;
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};
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highp vec4 tmpvar_32;
tmpvar_32.x = tmpvar_28;
tmpvar_32.y = tmpvar_29;
tmpvar_32.z = tmpvar_30;
tmpvar_32.w = tmpvar_31;
a_2 = (a_2 + tmpvar_32);
tmpvar_1 = a_2;
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gl_FragData[0] = tmpvar_1;
}
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// stats: 51 alu 0 tex 20 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]