bgfx/3rdparty/glsl-optimizer/tests/fragment/matrix-ops-inES3.txt

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2015-07-28 23:04:55 -04:00
#version 300 es
out mediump vec4 _fragData;
uniform highp float _Speed;
uniform highp vec4 _Time;
highp vec4 func( in highp vec2 uv )
{
highp float s = sin(_Speed * _Time.x);
highp float c = cos(_Speed * _Time.x);
highp mat2 rotationMatrix = mat2(c, s, -s, c);
// various operations on a matrix
rotationMatrix = rotationMatrix * 2.0;
rotationMatrix = rotationMatrix - 1.0;
rotationMatrix = s - rotationMatrix;
rotationMatrix = c + rotationMatrix;
rotationMatrix /= s;
mediump mat2 halfMatrix = mat2(c, s, -s, c);
halfMatrix = halfMatrix * 2.0;
halfMatrix = halfMatrix - 1.0;
halfMatrix = s - halfMatrix;
halfMatrix = c + halfMatrix;
halfMatrix /= s;
return vec4((rotationMatrix * uv), (halfMatrix * uv));
}
in highp vec2 uv;
void main() {
_fragData = func(uv);
}