bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-FX_Water_(simple)-out.txt

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uniform vec4 _WaveOffset;
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uniform float _WaveScale;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
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void main ()
{
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vec4 temp_1;
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vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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temp_1 = ((gl_Vertex.xzxz * _WaveScale) + _WaveOffset);
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vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = _WorldSpaceCameraPos;
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gl_Position = pos_2;
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vec4 tmpvar_4;
tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_4.x = pos_2.z;
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xlv_FOG = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5.zw = vec2(0.0, 0.0);
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tmpvar_5.xy = (temp_1.xy * vec2(0.4, 0.45));
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gl_TexCoord[0] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.zw = vec2(0.0, 0.0);
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tmpvar_6.xy = temp_1.wz;
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gl_TexCoord[1] = tmpvar_6;
vec4 tmpvar_7;
tmpvar_7.w = 0.0;
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tmpvar_7.xyz = normalize(((
(_World2Object * tmpvar_3)
.xyz * unity_Scale.w) - gl_Vertex.xyz)).xzy;
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gl_TexCoord[2] = tmpvar_7;
}
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// stats: 13 alu 0 tex 0 flow
// inputs: 1
// #0: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 6 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _WaveOffset (high float) 4x1 [-1]
// #2: _WaveScale (high float) 1x1 [-1]
// #3: _World2Object (high float) 4x4 [-1]
// #4: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #5: unity_Scale (high float) 4x1 [-1]