bgfx/3rdparty/glsl-optimizer/tests/fragment/loop-forvariants-out.txt
2014-10-11 12:32:43 -07:00

51 lines
1.3 KiB
Text

uniform sampler2D mainTex;
varying vec2 uv;
void main ()
{
int j_1;
int i_2;
int n_4;
vec4 c_8;
c_8 = vec4(0.0, 0.0, 0.0, 0.0);
for (int i_7 = 0; i_7 < 100; i_7++) {
vec2 tmpvar_9;
tmpvar_9.x = float(i_7);
tmpvar_9.y = float(i_7);
c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_9)).x);
};
for (int i_6 = 0; i_6 <= 100; i_6 += 3) {
vec2 tmpvar_10;
tmpvar_10.x = float(i_6);
tmpvar_10.y = float(i_6);
c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_10)).x);
};
for (int i_5 = 100; i_5 >= 0; i_5 = (i_5 - 1)) {
vec2 tmpvar_11;
tmpvar_11.x = float(i_5);
tmpvar_11.y = float(i_5);
c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_11)).x);
};
n_4 = int((c_8.x * 10.0));
for (int i_3 = 3; i_3 < n_4; i_3++) {
vec2 tmpvar_12;
tmpvar_12.x = float(i_3);
tmpvar_12.y = float(i_3);
c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_12)).x);
};
i_2 = 1;
j_1 = 2;
for (; ((i_2 < 100) && (j_1 < 50)); i_2 += 2, j_1 += 3) {
vec2 tmpvar_13;
tmpvar_13.x = float(i_2);
tmpvar_13.y = float(j_1);
c_8.x = (c_8.x + texture2D (mainTex, (uv + tmpvar_13)).x);
};
gl_FragColor = c_8;
}
// stats: 43 alu 5 tex 10 flow
// inputs: 1
// #0: uv (high float) 2x1 [-1]
// textures: 1
// #0: mainTex (high 2d) 0x0 [-1]