bgfx/3rdparty/glsl-optimizer/tests/vertex/glsl140-integers-ir.txt
2014-02-10 23:06:13 -08:00

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#version 140
uniform vec2 p;
in vec4 position;
in vec4 icol;
out vec4 col;
flat out ivec4 colint;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = p.xy;
vec4 tmpvar_2;
tmpvar_2 = (tmpvar_1 + position);
gl_Position = tmpvar_2;
int tmpvar_3;
tmpvar_3 = gl_VertexID;
colint.x = tmpvar_3;
int tmpvar_4;
tmpvar_4 = (gl_InstanceID ^ gl_InstanceID);
colint.y = ivec2(tmpvar_4).y;
int tmpvar_5;
tmpvar_5 = (gl_InstanceID << 2);
colint.z = ivec3(tmpvar_5).z;
int tmpvar_6;
tmpvar_6 = (colint.x + colint.y);
colint.w = ivec4(tmpvar_6).w;
float tmpvar_7;
tmpvar_7 = trunc (position.x);
float tmpvar_8;
tmpvar_8 = tmpvar_7;
col.x = tmpvar_8;
float tmpvar_9;
tmpvar_9 = round (position.y);
float tmpvar_10;
tmpvar_10 = tmpvar_9;
col.y = vec2(tmpvar_10).y;
float tmpvar_11;
tmpvar_11 = roundEven (position.y);
float tmpvar_12;
tmpvar_12 = tmpvar_11;
col.z = vec3(tmpvar_12).z;
float tmpvar_13;
tmpvar_13 = cosh (position.w);
float tmpvar_14;
tmpvar_14 = tmpvar_13;
col.w = vec4(tmpvar_14).w;
}