bgfx/3rdparty/glsl-optimizer/tests/fragment/loop-forafterdiscard-outES3Metal.txt

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2014-10-11 15:32:43 -04:00
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
float2 xlv_uv;
half3 xlv_nl;
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
half4 _TerrainTreeLightColors[4];
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]]
, texture2d<half> _MainTex [[texture(0)]], sampler _mtlsmp__MainTex [[sampler(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 tmpvar_1;
half3 light_2;
half4 tmpvar_3;
tmpvar_3 = _MainTex.sample(_mtlsmp__MainTex, (float2)(_mtl_i.xlv_uv));
if ((tmpvar_3.w < (half)0.5)) {
discard_fragment();
};
light_2 = ((tmpvar_3.xyz * _mtl_i.xlv_nl.x) * _mtl_u._TerrainTreeLightColors[0].xyz);
light_2 = (light_2 + ((tmpvar_3.xyz * _mtl_i.xlv_nl.y) * _mtl_u._TerrainTreeLightColors[1].xyz));
light_2 = (light_2 + ((tmpvar_3.xyz * _mtl_i.xlv_nl.z) * _mtl_u._TerrainTreeLightColors[2].xyz));
half4 tmpvar_4;
tmpvar_4.w = half(1.0);
tmpvar_4.xyz = light_2;
tmpvar_1 = tmpvar_4;
_mtl_o._fragData = tmpvar_1;
return _mtl_o;
}
// stats: 10 alu 2 tex 1 flow
// inputs: 2
// #0: xlv_uv (high float) 2x1 [-1]
// #1: xlv_nl (medium float) 3x1 [-1]
// uniforms: 1 (total size: 32)
// #0: _TerrainTreeLightColors (medium float) 4x1 [4] loc 0
// textures: 1
// #0: _MainTex (low 2d) 0x0 [-1] loc 0