bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-negsub-out.txt

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uniform mat4 mvp;
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uniform mat3 m3a;
uniform mat3 m3b;
uniform mat3 m3c;
uniform vec4 v3a;
uniform vec4 v3b;
uniform vec4 v3c;
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void main ()
{
gl_Position = (mvp * gl_Vertex);
vec4 tmpvar_1;
tmpvar_1.w = 1.0;
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tmpvar_1.xyz = (((m3a *
(gl_Vertex.xyz - v3a.xyz)
) + (m3b *
(gl_Vertex.xyz - (mvp * v3b).xyz)
)) + (m3c * (gl_Vertex.xyz - v3c.xyz)));
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gl_FrontColor = tmpvar_1;
}
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// stats: 11 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 7 (total size: 0)
// #0: mvp (high float) 4x4 [-1]
// #1: m3a (high float) 3x3 [-1]
// #2: m3b (high float) 3x3 [-1]
// #3: m3c (high float) 3x3 [-1]
// #4: v3a (high float) 4x1 [-1]
// #5: v3b (high float) 4x1 [-1]
// #6: v3c (high float) 4x1 [-1]