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

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2012-04-03 23:30:07 -04:00
attribute vec4 TANGENT;
uniform vec4 _MainTex_ST;
uniform vec4 _BumpMap_ST;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec3 tmpvar_2;
tmpvar_2 = (cross (gl_Normal, TANGENT.xyz) * TANGENT.w);
mat3 tmpvar_3;
tmpvar_3[0].x = TANGENT.x;
tmpvar_3[0].y = tmpvar_2.x;
tmpvar_3[0].z = gl_Normal.x;
tmpvar_3[1].x = TANGENT.y;
tmpvar_3[1].y = tmpvar_2.y;
tmpvar_3[1].z = gl_Normal.y;
tmpvar_3[2].x = TANGENT.z;
tmpvar_3[2].y = tmpvar_2.z;
tmpvar_3[2].z = gl_Normal.z;
mat3 tmpvar_4;
tmpvar_4[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
tmpvar_4[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
tmpvar_4[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
mat3 tmpvar_5;
tmpvar_5[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
tmpvar_5[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
tmpvar_5[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
mat3 tmpvar_6;
tmpvar_6[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
tmpvar_6[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
tmpvar_6[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = (tmpvar_3 * tmpvar_4[0]);
gl_TexCoord[1] = tmpvar_7;
vec4 tmpvar_8;
tmpvar_8.w = 0.0;
tmpvar_8.xyz = (tmpvar_3 * tmpvar_5[1]);
gl_TexCoord[2] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (tmpvar_3 * tmpvar_6[2]);
gl_TexCoord[3] = tmpvar_9;
}