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

60 lines
2.1 KiB
Text

uniform sampler2D _MainTex0;
uniform sampler2D _MainTex1;
uniform sampler2D _MainTex10;
uniform sampler2D _MainTex11;
uniform sampler2D _MainTex12;
uniform sampler2D _MainTex13;
uniform sampler2D _MainTex14;
uniform sampler2D _MainTex15;
uniform sampler2D _MainTex2;
uniform sampler2D _MainTex3;
uniform sampler2D _MainTex4;
uniform sampler2D _MainTex5;
uniform sampler2D _MainTex6;
uniform sampler2D _MainTex7;
uniform sampler2D _MainTex8;
uniform sampler2D _MainTex9;
void main ()
{
vec2 tmpvar_1;
tmpvar_1 = gl_TexCoord[0].xy;
vec4 col_2;
col_2 = (texture2D (_MainTex0, tmpvar_1) + texture2D (_MainTex1, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex2, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex3, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex4, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex5, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex6, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex7, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex8, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex9, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex10, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex11, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex12, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex13, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex14, tmpvar_1));
col_2 = (col_2 + texture2D (_MainTex15, tmpvar_1));
gl_FragData[0] = col_2;
}
// stats: 15 alu 16 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [1] loc 4
// textures: 16
// #0: _MainTex0 (high 2d) 0x0 [-1]
// #1: _MainTex1 (high 2d) 0x0 [-1]
// #2: _MainTex10 (high 2d) 0x0 [-1]
// #3: _MainTex11 (high 2d) 0x0 [-1]
// #4: _MainTex12 (high 2d) 0x0 [-1]
// #5: _MainTex13 (high 2d) 0x0 [-1]
// #6: _MainTex14 (high 2d) 0x0 [-1]
// #7: _MainTex15 (high 2d) 0x0 [-1]
// #8: _MainTex2 (high 2d) 0x0 [-1]
// #9: _MainTex3 (high 2d) 0x0 [-1]
// #10: _MainTex4 (high 2d) 0x0 [-1]
// #11: _MainTex5 (high 2d) 0x0 [-1]
// #12: _MainTex6 (high 2d) 0x0 [-1]
// #13: _MainTex7 (high 2d) 0x0 [-1]
// #14: _MainTex8 (high 2d) 0x0 [-1]
// #15: _MainTex9 (high 2d) 0x0 [-1]