SPIRV-Cross/reference/opt/shaders/asm/frag/implicit-read-dep-phi.asm.frag

41 lines
696 B
GLSL
Raw Normal View History

#version 450
layout(binding = 0) uniform sampler2D uImage;
layout(location = 0) in vec4 v0;
layout(location = 0) out vec4 FragColor;
void main()
{
float phi;
vec4 _36;
int _51;
_51 = 0;
phi = 1.0;
_36 = vec4(1.0, 2.0, 1.0, 2.0);
for (;;)
{
FragColor = _36;
if (_51 < 4)
{
if (v0[_51] > 0.0)
{
vec2 _48 = vec2(phi);
_51++;
phi += 2.0;
_36 = textureLod(uImage, _48, 0.0);
continue;
}
else
{
break;
}
}
else
{
break;
}
}
}