bgfx/3rdparty/glsl-optimizer/tests/fragment/texOffset-outES3.txt

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#version 300 es
in mediump vec3 uv;
out lowp vec4 outColor;
uniform sampler2D tex;
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uniform lowp sampler3D vol;
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void main ()
{
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lowp vec4 c_1;
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c_1 = (textureOffset (tex, uv.xy, ivec2(-2, -3)) + textureOffset (tex, uv.xy, ivec2(4, 5), 0.5));
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c_1 = (c_1 + textureOffset (vol, uv, ivec3(-2, -3, -4)));
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c_1 = (c_1 + textureOffset (vol, uv, ivec3(4, 5, 6), -0.5));
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c_1 = (c_1 + texelFetch (tex, ivec2(1, 2), 1));
c_1 = (c_1 + texelFetch (vol, ivec3(1, 2, 3), 2));
c_1 = (c_1 + texelFetchOffset (tex, ivec2(1, 2), 3, ivec2(-2, -3)));
c_1 = (c_1 + texelFetchOffset (vol, ivec3(1, 2, 3), 0, ivec3(-2, -3, -4)));
outColor = c_1;
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}
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// stats: 7 alu 8 tex 0 flow
// inputs: 1
// #0: uv (medium float) 3x1 [-1]
// textures: 2
// #0: tex (low 2d) 0x0 [-1]
// #1: vol (low 3d) 0x0 [-1]