bgfx/3rdparty/glsl-optimizer/tests/fragment/ternary-vec4-out.txt

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varying vec4 xlv_TEXCOORD0;
void main ()
{
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vec4 a_1;
a_1 = vec4(0.0, 0.0, 0.0, 0.0);
bvec4 tmpvar_2;
tmpvar_2 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
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float tmpvar_3;
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if (tmpvar_2.x) {
tmpvar_3 = 1.0;
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} else {
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tmpvar_3 = 5.0;
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};
float tmpvar_4;
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if (tmpvar_2.y) {
tmpvar_4 = 2.0;
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} else {
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tmpvar_4 = 6.0;
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};
float tmpvar_5;
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if (tmpvar_2.z) {
tmpvar_5 = 3.0;
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} else {
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tmpvar_5 = 7.0;
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};
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float tmpvar_6;
if (tmpvar_2.w) {
tmpvar_6 = 4.0;
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} else {
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tmpvar_6 = 8.0;
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};
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vec4 tmpvar_7;
tmpvar_7.x = tmpvar_3;
tmpvar_7.y = tmpvar_4;
tmpvar_7.z = tmpvar_5;
tmpvar_7.w = tmpvar_6;
a_1 = tmpvar_7;
bvec4 tmpvar_8;
tmpvar_8 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
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float tmpvar_9;
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if (tmpvar_8.x) {
tmpvar_9 = 1.0;
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} else {
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tmpvar_9 = 5.0;
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};
float tmpvar_10;
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if (tmpvar_8.y) {
tmpvar_10 = 2.0;
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} else {
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tmpvar_10 = 6.0;
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};
float tmpvar_11;
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if (tmpvar_8.z) {
tmpvar_11 = 3.0;
} else {
tmpvar_11 = 7.0;
};
float tmpvar_12;
if (tmpvar_8.w) {
tmpvar_12 = 4.0;
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} else {
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tmpvar_12 = 8.0;
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};
vec4 tmpvar_13;
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tmpvar_13.x = tmpvar_9;
tmpvar_13.y = tmpvar_10;
tmpvar_13.z = tmpvar_11;
tmpvar_13.w = tmpvar_12;
a_1 = (tmpvar_7 + tmpvar_13);
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bvec4 tmpvar_14;
tmpvar_14 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
float tmpvar_15;
if (tmpvar_14.x) {
tmpvar_15 = 1.0;
} else {
tmpvar_15 = 2.0;
};
float tmpvar_16;
if (tmpvar_14.y) {
tmpvar_16 = 1.0;
} else {
tmpvar_16 = 2.0;
};
float tmpvar_17;
if (tmpvar_14.z) {
tmpvar_17 = 1.0;
} else {
tmpvar_17 = 2.0;
};
float tmpvar_18;
if (tmpvar_14.w) {
tmpvar_18 = 1.0;
} else {
tmpvar_18 = 2.0;
};
vec4 tmpvar_19;
tmpvar_19.x = tmpvar_15;
tmpvar_19.y = tmpvar_16;
tmpvar_19.z = tmpvar_17;
tmpvar_19.w = tmpvar_18;
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a_1 = (a_1 + tmpvar_19);
bvec4 tmpvar_20;
tmpvar_20 = greaterThan (xlv_TEXCOORD0, vec4(0.5, 0.5, 0.5, 0.5));
float tmpvar_21;
if (tmpvar_20.x) {
tmpvar_21 = 1.0;
} else {
tmpvar_21 = 2.0;
};
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float tmpvar_22;
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if (tmpvar_20.y) {
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tmpvar_22 = 1.0;
} else {
tmpvar_22 = 2.0;
};
float tmpvar_23;
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if (tmpvar_20.z) {
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tmpvar_23 = 1.0;
} else {
tmpvar_23 = 2.0;
};
float tmpvar_24;
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if (tmpvar_20.w) {
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tmpvar_24 = 1.0;
} else {
tmpvar_24 = 2.0;
};
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vec4 tmpvar_25;
tmpvar_25.x = tmpvar_21;
tmpvar_25.y = tmpvar_22;
tmpvar_25.z = tmpvar_23;
tmpvar_25.w = tmpvar_24;
a_1 = (a_1 + tmpvar_25);
bvec4 tmpvar_26;
tmpvar_26 = bvec4(fract(xlv_TEXCOORD0));
float tmpvar_27;
if (tmpvar_26.x) {
tmpvar_27 = 1.0;
} else {
tmpvar_27 = 2.0;
};
float tmpvar_28;
if (tmpvar_26.y) {
tmpvar_28 = 1.0;
} else {
tmpvar_28 = 2.0;
};
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float tmpvar_29;
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if (tmpvar_26.z) {
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tmpvar_29 = 1.0;
} else {
tmpvar_29 = 2.0;
};
float tmpvar_30;
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if (tmpvar_26.w) {
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tmpvar_30 = 1.0;
} else {
tmpvar_30 = 2.0;
};
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vec4 tmpvar_31;
tmpvar_31.x = tmpvar_27;
tmpvar_31.y = tmpvar_28;
tmpvar_31.z = tmpvar_29;
tmpvar_31.w = tmpvar_30;
a_1 = (a_1 + tmpvar_31);
gl_FragData[0] = a_1;
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}
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// stats: 51 alu 0 tex 20 flow
// inputs: 1
// #0: xlv_TEXCOORD0 (high float) 4x1 [-1]