bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-treegrafting-outES.txt

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uniform mediump float med_a;
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uniform mediump float med_b;
uniform lowp float low_c;
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void main ()
{
lowp float t_1;
mediump float tmpvar_2;
tmpvar_2 = (med_a + (low_c / med_b));
t_1 = tmpvar_2;
lowp vec4 tmpvar_3;
tmpvar_3 = clamp (vec4(t_1), 0.0, 1.0);
gl_FragColor = tmpvar_3;
}
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// stats: 3 alu 0 tex 0 flow
// uniforms: 3 (total size: 0)
// #0: med_a (medium float) 1x1 [-1]
// #1: med_b (medium float) 1x1 [-1]
// #2: low_c (low float) 1x1 [-1]