SPIRV-Cross/reference/shaders-msl-no-opt/asm/vert/op-load-forced-temporary-array.asm.frag

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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
constant float _21 = {};
struct main0_out
{
float4 gl_Position [[position]];
};
vertex main0_out main0()
{
main0_out out = {};
float _23[2];
for (int _25 = 0; _25 < 2; )
{
_23[_25] = 0.0;
_25++;
continue;
}
float _37;
if (as_type<uint>(3.0) != 0u)
{
_37 = _23[0];
}
else
{
_37 = _21;
}
out.gl_Position = float4(0.0, 0.0, 0.0, _37);
return out;
}