bgfx/3rdparty/glsl-optimizer/tests/fragment/prec-expressions-outES3Metal.txt
2014-10-11 12:32:43 -07:00

33 lines
869 B
Text

#include <metal_stdlib>
using namespace metal;
struct xlatMtlShaderInput {
};
struct xlatMtlShaderOutput {
half4 _fragData [[color(0)]];
};
struct xlatMtlShaderUniform {
half4x4 _LightMatrix;
float3 _WorldPos;
};
fragment xlatMtlShaderOutput xlatMtlMain (xlatMtlShaderInput _mtl_i [[stage_in]], constant xlatMtlShaderUniform& _mtl_u [[buffer(0)]])
{
xlatMtlShaderOutput _mtl_o;
half4 r_1;
half3 lightCoord_2;
float4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = _mtl_u._WorldPos;
float3 tmpvar_4;
tmpvar_4 = ((float4)(_mtl_u._LightMatrix * (half4)tmpvar_3)).xyz;
lightCoord_2 = half3(tmpvar_4);
r_1.xyz = lightCoord_2;
r_1.w = half(1.0);
_mtl_o._fragData = r_1;
return _mtl_o;
}
// stats: 3 alu 0 tex 0 flow
// uniforms: 2 (total size: 48)
// #0: _LightMatrix (medium float) 4x4 [-1] loc 0
// #1: _WorldPos (high float) 3x1 [-1] loc 32