SPIRV-Cross/reference/shaders/asm/frag/temporary-phi-hoisting.asm.frag

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#version 450
struct MyStruct
{
vec4 color;
};
layout(std140) uniform MyStruct_CB
{
MyStruct g_MyStruct[4];
} _6;
layout(location = 0) out vec4 _entryPointOutput;
void main()
{
vec3 _28;
_28 = vec3(0.0);
vec3 _29;
for (int _31 = 0; _31 < 4; _28 = _29, _31++)
{
_29 = _28 + _6.g_MyStruct[_31].color.xyz;
}
_entryPointOutput = vec4(_28, 1.0);
}