bgfx/3rdparty/glsl-optimizer/tests/fragment/tex2dgrad-out.txt

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2014-02-11 02:06:13 -05:00
#extension GL_ARB_shader_texture_lod : enable
uniform sampler2D tex;
uniform samplerCube cub;
varying vec3 uv;
void main ()
{
gl_FragColor = (texture2DGradARB (tex, uv.xy, dFdx(uv.xy), dFdy(uv.xy)) + textureCubeGradARB (cub, uv, dFdx(uv), dFdy(uv)));
}
2014-10-11 15:32:43 -04:00
// stats: 5 alu 2 tex 0 flow
// inputs: 1
// #0: uv (high float) 3x1 [-1]
// textures: 2
// #0: tex (high 2d) 0x0 [-1]
// #1: cub (high cube) 0x0 [-1]