bgfx/3rdparty/glsl-optimizer/tests/fragment/opt-vectorize-retval-out.txt

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uniform float _Fresnel;
uniform float _SpecIntensity;
varying vec3 inN;
varying vec3 inE;
void main ()
{
vec3 p_1;
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float factor_2;
float tmpvar_3;
tmpvar_3 = (1.0 - min (max (
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dot (inN, inE)
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, 0.0), 1.0));
vec3 tmpvar_4;
tmpvar_4.x = 1.0;
tmpvar_4.y = tmpvar_3;
tmpvar_4.z = ((tmpvar_3 * tmpvar_3) * tmpvar_3);
p_1.z = tmpvar_4.z;
vec2 tmpvar_5;
tmpvar_5.x = (1.0 - _Fresnel);
tmpvar_5.y = _Fresnel;
p_1.x = dot (tmpvar_4.xy, tmpvar_5);
p_1.y = dot (tmpvar_4.yz, tmpvar_5);
factor_2 = (0.05 + (0.95 * dot (p_1.xy, tmpvar_5)));
factor_2 = (factor_2 * _SpecIntensity);
gl_FragColor = vec4(factor_2);
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}
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// stats: 14 alu 0 tex 0 flow
// inputs: 2
// #0: inN (high float) 3x1 [-1]
// #1: inE (high float) 3x1 [-1]
// uniforms: 2 (total size: 0)
// #0: _Fresnel (high float) 1x1 [-1]
// #1: _SpecIntensity (high float) 1x1 [-1]