SPIRV-Cross/reference/shaders/asm/frag/op-phi-swap-continue-block.asm.frag
Hans-Kristian Arntzen 5d97dae1eb Move branchless analysis to CFG.
Traverse backwards instead, far more robust. Should elide basically all
redundant continue; statements now.
2019-08-27 10:19:19 +02:00

25 lines
399 B
GLSL

#version 450
layout(binding = 0, std140) uniform UBO
{
int uCount;
int uJ;
int uK;
} _5;
layout(location = 0) out float FragColor;
void main()
{
int _23;
int _23_copy;
int _24;
_23 = _5.uK;
_24 = _5.uJ;
for (int _26 = 0; _26 < _5.uCount; _23_copy = _23, _23 = _24, _24 = _23_copy, _26++)
{
}
FragColor = float(_24 - _23) * float(_5.uJ * _5.uK);
}