bgfx/3rdparty/glsl-optimizer/tests/vertex/z-unishader-dirlm-out.txt

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uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _DetailAlbedoMap_ST;
uniform vec4 unity_LightmapST;
attribute vec4 TANGENT;
varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD4;
varying vec4 xlv_TEXCOORD5;
varying vec3 xlv_TEXCOORD7;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
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vec4 tmpvar_3;
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vec3 tmpvar_4;
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vec3 tmpvar_5;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_2.zw = ((gl_MultiTexCoord0.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw);
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mat3 tmpvar_6;
tmpvar_6[0] = _Object2World[0].xyz;
tmpvar_6[1] = _Object2World[1].xyz;
tmpvar_6[2] = _Object2World[2].xyz;
mat3 tmpvar_7;
tmpvar_7[0] = _Object2World[0].xyz;
tmpvar_7[1] = _Object2World[1].xyz;
tmpvar_7[2] = _Object2World[2].xyz;
vec4 tmpvar_8;
tmpvar_8.xyz = (tmpvar_7 * TANGENT.xyz);
tmpvar_8.w = TANGENT.w;
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tmpvar_3.w = tmpvar_8.w;
tmpvar_3.xyz = normalize(tmpvar_8.xyz);
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vec4 o_9;
vec4 tmpvar_10;
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tmpvar_10 = (tmpvar_1 * 0.5);
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vec2 tmpvar_11;
tmpvar_11.x = tmpvar_10.x;
tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x);
o_9.xy = (tmpvar_11 + tmpvar_10.w);
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o_9.zw = tmpvar_1.zw;
tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_4.z = 0.0;
gl_Position = tmpvar_1;
xlv_TEXCOORD0 = tmpvar_2;
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xlv_TEXCOORD1 = (_Object2World * gl_Vertex);
xlv_TEXCOORD2 = normalize((tmpvar_6 * gl_Normal));
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xlv_TEXCOORD3 = tmpvar_3;
xlv_TEXCOORD4 = tmpvar_4;
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xlv_TEXCOORD5 = o_9;
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xlv_TEXCOORD7 = tmpvar_5;
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}
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// stats: 16 alu 0 tex 0 flow
// inputs: 5
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// #4: TANGENT (high float) 4x1 [-1]
// uniforms: 6 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _ProjectionParams (high float) 4x1 [-1]
// #2: _Object2World (high float) 4x4 [-1]
// #3: _MainTex_ST (high float) 4x1 [-1]
// #4: _DetailAlbedoMap_ST (high float) 4x1 [-1]
// #5: unity_LightmapST (high float) 4x1 [-1]