bgfx/3rdparty/glsl-optimizer/tests/vertex/glsl140-integers-out.txt

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#version 140
uniform vec2 p;
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in vec4 position;
out vec4 col;
flat out ivec4 colint;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = p;
gl_Position = (tmpvar_1 + position);
colint.x = gl_VertexID;
colint.y = (gl_InstanceID ^ gl_InstanceID);
colint.z = (gl_InstanceID << 2);
colint.w = (gl_VertexID + colint.y);
col.x = trunc(position.x);
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float cse_2;
cse_2 = roundEven(position.y);
col.y = cse_2;
col.z = cse_2;
col.w = (0.5 * (exp(position.w) + exp(
-(position.w)
)));
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}
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// inputs: 1, stats: 12 alu 0 tex 0 flow