bgfx/3rdparty/glsl-optimizer/tests/vertex/matrix-casts-outES3.txt

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2014-10-11 15:32:43 -04:00
#version 300 es
uniform highp mat4 uniMat4F;
uniform mediump mat4 uniMat4H;
uniform mediump mat3 uniMat3H;
uniform highp mat2 uniMat2F;
uniform mediump mat2 uniMat2H;
void main ()
{
highp mat2 htof2_1;
highp mat3 htof3_2;
highp mat4 htof4_3;
mediump mat2 ftoh2_4;
mediump mat4 ftoh4_5;
highp vec4 r_6;
r_6.yzw = vec3(0.0, 0.0, 0.0);
ftoh4_5 = uniMat4F;
r_6.x = ftoh4_5[0].x;
r_6.x = (r_6.x + ftoh4_5[0].x);
ftoh2_4 = uniMat2F;
r_6.x = (r_6.x + ftoh2_4[0].x);
htof4_3 = uniMat4H;
r_6.x = (r_6.x + htof4_3[0].x);
htof3_2 = uniMat3H;
r_6.x = (r_6.x + htof3_2[0].x);
htof2_1 = uniMat2H;
r_6.x = (r_6.x + htof2_1[0].x);
gl_Position = r_6;
}
// stats: 6 alu 0 tex 0 flow
// uniforms: 5 (total size: 0)
// #0: uniMat4F (high float) 4x4 [-1]
// #1: uniMat4H (medium float) 4x4 [-1]
// #2: uniMat3H (medium float) 3x3 [-1]
// #3: uniMat2F (high float) 2x2 [-1]
// #4: uniMat2H (medium float) 2x2 [-1]