-<p>
-results in:
-</p>
-<pre>
-# Fragment Program/Shader
- 0: RCP TEMP[4].x, UNIFORM[2].xxxx;
- 1: RCP TEMP[4].y, UNIFORM[2].yyyy;
- 2: MUL TEMP[3].xy, VARYING[0], TEMP[4];
- 3: MOV TEMP[1], TEMP[3];
- 4: MUL TEMP[0].w, TEMP[1].yyyy, CONST[4].xxxx;
- 5: FRC TEMP[1].z, TEMP[0].wwww;
- 6: SGT.C TEMP[0].w, TEMP[1].zzzz, CONST[4].xxxx;
- 7: IF (NE.wwww); # (if false, goto 9);
- 8: ADD TEMP[1].x, TEMP[1].xxxx, CONST[4].xxxx;
- 9: ENDIF;
- 10: FRC TEMP[1].xy, TEMP[1];
- 11: SGT TEMP[2].xy, UNIFORM[3], TEMP[1];
- 12: MUL TEMP[1].z, TEMP[2].xxxx, TEMP[2].yyyy;
- 13: LRP TEMP[0], TEMP[1].zzzz, UNIFORM[0], UNIFORM[1];
- 14: MUL TEMP[0].xyz, TEMP[0], VARYING[1].xxxx;
- 15: MOV OUTPUT[0].xyz, TEMP[0];
- 16: MOV OUTPUT[0].w, CONST[4].yyyy;
- 17: END
-</pre>
-
-<p>
-Note that some shading language constructs (such as uniform and varying
-variables) aren't expressible in ARB or NV-style programs.
-Therefore, the resulting output is not always legal by definition of
-those program languages.
-</p>
-<p>
-Also note that this compiler driver is still under development.
-Over time, the correctness of the GPU programs, with respect to the ARB
-and NV languagues, should improve.
-</p>