bgfx/3rdparty/glsl-optimizer/tests/vertex/unity-Nature_Soft_Occlusion_Bark2-out.txt

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2012-04-03 23:30:07 -04:00
uniform mat4 _TerrainEngineBendTree;
uniform vec4 _SquashPlaneNormal;
uniform float _SquashAmount;
uniform vec4 _Scale;
uniform mat4 _Object2World;
uniform vec4 _LightPositionRange;
void main ()
{
vec4 pos;
pos = gl_Vertex;
pos.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 tmpvar_1;
tmpvar_1.w = 0.0;
tmpvar_1.xyz = pos.xyz;
pos.xyz = mix (pos.xyz, (_TerrainEngineBendTree * tmpvar_1).xyz, gl_Color.www);
vec3 tmpvar_2;
tmpvar_2.xz = vec2(0.0, 0.0);
tmpvar_2.y = _SquashPlaneNormal.w;
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = mix ((pos.xyz + (dot (_SquashPlaneNormal.xyz, (tmpvar_2 - pos.xyz)) * _SquashPlaneNormal.xyz)), pos.xyz, vec3(_SquashAmount));
pos = tmpvar_3;
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_3);
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = ((_Object2World * tmpvar_3).xyz - _LightPositionRange.xyz);
gl_TexCoord[0] = tmpvar_4;
}