7bd7ea2c8e
This eliminates a handful of useless statements. They were harmless, but presumably this saves optimization work for the GLSL compiler. (Patterned after http://review.skia.org/496377 ) Change-Id: Ibe135750488a9917b982dcac67f22b3765412ee1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/496599 Auto-Submit: John Stiles <johnstiles@google.com> Reviewed-by: Ethan Nicholas <ethannicholas@google.com> Commit-Queue: John Stiles <johnstiles@google.com>
45 lines
568 B
GLSL
45 lines
568 B
GLSL
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out vec4 sk_FragColor;
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void main() {
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float z = 0.0;
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float _2_y = z;
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float _3_x = _2_y;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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++_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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--_3_x;
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_3_x = 42.0;
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_2_y = _3_x;
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sk_FragColor.x = z;
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}
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