SPIRV-Cross/reference/opt/shaders-msl/asm/frag/line-directive.line.asm.frag

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1.5 KiB
GLSL
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#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct main0_out
{
float FragColor [[color(0)]];
};
struct main0_in
{
float vColor [[user(locn0)]];
};
#line 8 "test.frag"
fragment main0_out main0(main0_in in [[stage_in]])
{
main0_out out = {};
#line 8 "test.frag"
out.FragColor = 1.0;
#line 9 "test.frag"
out.FragColor = 2.0;
#line 10 "test.frag"
if (in.vColor < 0.0)
{
#line 12 "test.frag"
out.FragColor = 3.0;
}
else
{
#line 16 "test.frag"
out.FragColor = 4.0;
}
for (int _126 = 0; float(_126) < (40.0 + in.vColor); )
{
#line 21 "test.frag"
out.FragColor += 0.20000000298023223876953125;
#line 22 "test.frag"
out.FragColor += 0.300000011920928955078125;
_126 += (int(in.vColor) + 5);
continue;
}
switch (int(in.vColor))
{
case 0:
{
#line 28 "test.frag"
out.FragColor += 0.20000000298023223876953125;
#line 29 "test.frag"
break;
}
case 1:
{
#line 32 "test.frag"
out.FragColor += 0.4000000059604644775390625;
#line 33 "test.frag"
break;
}
default:
{
#line 36 "test.frag"
out.FragColor += 0.800000011920928955078125;
#line 37 "test.frag"
break;
}
}
for (;;)
{
out.FragColor += (10.0 + in.vColor);
#line 43 "test.frag"
if (out.FragColor < 100.0)
{
}
else
{
break;
}
}
return out;
}