bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-forvarious-inES3.txt

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2014-10-11 15:32:43 -04:00
#version 300 es
#line 14
struct v2f {
mediump vec4 pos;
mediump vec4 color;
};
#line 9
struct appdata {
highp vec4 vertex;
highp vec3 normal;
};
uniform highp mat4 UNITY_MATRIX_MVP;
uniform highp vec4 unity_LightAtten[4];
uniform highp vec4 unity_LightColor[4];
v2f xlat_main( in appdata v );
#line 35
v2f xlat_main( in appdata v ) {
v2f o;
highp int i = 0;
highp int i_1 = 0;
highp int j = 3;
highp int i_2 = 0;
highp vec4 l;
highp int i_3 = 0;
highp vec4 l_1;
highp int k = 1;
highp int z;
#line 38
o.pos = (UNITY_MATRIX_MVP * v.vertex);
o.color = vec4( 0.00000);
for ( ; (i < 2); (++i)) {
o.color += unity_LightColor[i];
}
#line 45
for ( ; (i_1 < 4); (++i_1)) {
o.color += unity_LightColor[i_1];
}
#line 49
for ( ; (j >= 0); j = (j - 1)) {
o.color += unity_LightColor[j];
}
#line 53
for ( ; (i_2 < 2); (++i_2)) {
l = (unity_LightColor[i_2] * unity_LightAtten[i_2].x);
o.color += l;
}
#line 59
for ( ; (i_3 < 2); (++i_3)) {
l_1 = (unity_LightColor[i_3] * unity_LightAtten[i_3].z);
o.color += l_1;
}
#line 65
while ( (k < 3) ) {
o.color += unity_LightColor[k].x;
#line 69
z = (k + 1);
k = z;
}
#line 73
return o;
}
in highp vec4 _inVertex;
in mediump vec3 _inNormal;
out mediump vec4 xlv_TEXCOORD0;
void main() {
v2f xl_retval;
appdata xlt_v;
xlt_v.vertex = vec4(_inVertex);
xlt_v.normal = vec3(_inNormal);
xl_retval = xlat_main( xlt_v);
gl_Position = vec4( xl_retval.pos);
xlv_TEXCOORD0 = vec4( xl_retval.color);
}