bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-inlineexpr1-irES.txt

65 lines
1.2 KiB
Text
Raw Normal View History

2012-04-03 23:30:07 -04:00
varying mediump vec2 xlv_TEXCOORD0;
uniform mediump float _EmberFadeStart;
uniform mediump float _EmberFadeEnd;
uniform sampler2D _BurntTex;
uniform sampler2D _MainTex;
float xll_saturate (
in float x
)
{
float tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
vec3 xll_saturate (
in vec3 x
)
{
vec3 tmpvar_1;
tmpvar_1 = clamp (x, 0.0, 1.0);
return tmpvar_1;
}
lowp vec4 frag (
in mediump vec2 uv
)
{
lowp float t;
lowp vec3 burn;
lowp vec3 base;
lowp vec4 tmpvar_1;
tmpvar_1 = texture2D (_MainTex, uv);
lowp vec3 tmpvar_2;
tmpvar_2 = tmpvar_1.xyz;
base = tmpvar_2;
lowp vec4 tmpvar_3;
tmpvar_3 = texture2D (_BurntTex, uv);
lowp vec3 tmpvar_4;
tmpvar_4 = tmpvar_3.xyz;
burn = tmpvar_4;
float tmpvar_5;
tmpvar_5 = xll_saturate (((_EmberFadeStart - 0.05) / (_EmberFadeStart - _EmberFadeEnd)));
float tmpvar_6;
tmpvar_6 = tmpvar_5;
t = tmpvar_6;
lowp vec3 tmpvar_7;
tmpvar_7 = vec3(t);
lowp vec3 tmpvar_8;
tmpvar_8 = mix (base, burn, tmpvar_7);
lowp vec4 tmpvar_9;
tmpvar_9.w = 1.0;
tmpvar_9.xyz = tmpvar_8.xyz;
return tmpvar_9;
}
void main ()
{
lowp vec4 tmpvar_1;
tmpvar_1 = frag (xlv_TEXCOORD0);
lowp vec4 tmpvar_2;
tmpvar_2 = tmpvar_1;
gl_FragColor = tmpvar_2;
}