bgfx/3rdparty/glsl-optimizer/tests/fragment/mrt-unused-outES3Metal.txt

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2014-10-11 15:32:43 -04:00
#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
half4 xlv_COLOR0;
};
struct xlatMtlShaderOutput {
half4 _glesFragData_0 [[color(0)]];
};
struct xlatMtlShaderUniform {
float4 _Color;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 c_1;
float4 tmpvar_2;
tmpvar_2 = ((float4)_mtl_i.xlv_COLOR0 * _mtl_u._Color);
c_1 = half4(tmpvar_2);
_mtl_o._glesFragData_0 = c_1;
return _mtl_o;
}
// stats: 1 alu 0 tex 0 flow
// inputs: 1
// #0: xlv_COLOR0 (low float) 4x1 [-1]
// uniforms: 1 (total size: 16)
// #0: _Color (high float) 4x1 [-1] loc 0