SPIRV-Cross/reference/shaders-no-opt/asm/frag/relaxed-precision-inheritance-rules.asm.frag

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#version 320 es
precision mediump float;
precision highp int;
layout(binding = 0, std140) uniform UBO
{
float mediump_float;
highp float highp_float;
} ubo;
layout(location = 0) out vec4 FragColor0;
layout(location = 1) out vec4 FragColor1;
layout(location = 2) out vec4 FragColor2;
layout(location = 3) out vec4 FragColor3;
layout(location = 0) in vec4 V4;
void main()
{
vec4 V4_value0 = V4;
highp vec4 hp_copy_V4_value0 = V4_value0;
float V1_value0 = V4.x;
highp float hp_copy_V1_value0 = V1_value0;
float V1_value2 = V4_value0.z;
highp float hp_copy_V1_value2 = V1_value2;
float ubo_mp0 = ubo.mediump_float;
highp float hp_copy_ubo_mp0 = ubo_mp0;
highp float ubo_hp0 = ubo.highp_float;
float mp_copy_ubo_hp0 = ubo_hp0;
highp vec4 _48 = hp_copy_V4_value0 - vec4(3.0);
vec4 mp_copy_48 = _48;
FragColor0 = V4_value0 + vec4(3.0);
FragColor1 = _48;
FragColor2 = mp_copy_48 * vec4(3.0);
float _21 = V1_value0 + 3.0;
float float_0_weird = 3.0 - mp_copy_ubo_hp0;
highp float hp_copy_float_0_weird = float_0_weird;
highp float _49 = hp_copy_V1_value0 - hp_copy_float_0_weird;
float mp_copy_49 = _49;
FragColor3 = vec4(_21, _49, mp_copy_49 * mp_copy_ubo_hp0, 3.0);
highp float _51 = hp_copy_V1_value2 - hp_copy_ubo_mp0;
float mp_copy_51 = _51;
FragColor3 = vec4(V4_value0.z + ubo_mp0, _51, mp_copy_51 * mp_copy_ubo_hp0, 3.0);
FragColor0 = sin(hp_copy_V4_value0);
FragColor1 = sin(V4_value0);
float phi_mp;
highp float phi_hp;
phi_mp = _21;
phi_hp = _49;
highp float hp_copy_phi_mp = phi_mp;
float mp_copy_phi_hp = phi_hp;
FragColor2 = vec4(phi_mp + phi_mp, hp_copy_phi_mp + hp_copy_phi_mp, mp_copy_phi_hp + mp_copy_phi_hp, phi_hp + phi_hp);
}