bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Reflective_Bumped_Specular2-out.txt

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uniform vec4 _BumpMap_ST;
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uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
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void main ()
{
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vec3 binormal_1;
vec3 worldRefl_2;
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vec4 tmpvar_3;
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vec4 pos_4;
pos_4 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_3.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec4 tmpvar_5;
tmpvar_5.w = 1.0;
tmpvar_5.xyz = _WorldSpaceCameraPos;
mat3 tmpvar_6;
tmpvar_6[0] = _Object2World[0].xyz;
tmpvar_6[1] = _Object2World[1].xyz;
tmpvar_6[2] = _Object2World[2].xyz;
worldRefl_2 = (tmpvar_6 * (gl_Vertex.xyz - (
(_World2Object * tmpvar_5)
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.xyz * unity_Scale.w)));
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binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_7;
tmpvar_7[0].x = TANGENT.x;
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tmpvar_7[0].y = binormal_1.x;
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tmpvar_7[0].z = gl_Normal.x;
tmpvar_7[1].x = TANGENT.y;
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tmpvar_7[1].y = binormal_1.y;
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tmpvar_7[1].z = gl_Normal.y;
tmpvar_7[2].x = TANGENT.z;
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tmpvar_7[2].y = binormal_1.z;
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tmpvar_7[2].z = gl_Normal.z;
vec4 tmpvar_8;
tmpvar_8.xyz = (tmpvar_7 * _Object2World[0].xyz);
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tmpvar_8.w = worldRefl_2.x;
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vec4 tmpvar_9;
tmpvar_9.xyz = (tmpvar_7 * _Object2World[1].xyz);
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tmpvar_9.w = worldRefl_2.y;
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vec4 tmpvar_10;
tmpvar_10.xyz = (tmpvar_7 * _Object2World[2].xyz);
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tmpvar_10.w = worldRefl_2.z;
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vec4 o_11;
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o_11 = (pos_4 * 0.5);
vec2 tmpvar_12;
tmpvar_12.x = o_11.x;
tmpvar_12.y = (o_11.y * _ProjectionParams.x);
o_11.xy = (tmpvar_12 + o_11.w);
o_11.zw = pos_4.zw;
gl_Position = pos_4;
vec4 tmpvar_13;
tmpvar_13.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_13.x = pos_4.z;
xlv_FOG = tmpvar_13;
gl_TexCoord[0] = tmpvar_3;
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gl_TexCoord[1] = o_11;
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gl_TexCoord[2] = (tmpvar_8 * unity_Scale.w);
gl_TexCoord[3] = (tmpvar_9 * unity_Scale.w);
gl_TexCoord[4] = (tmpvar_10 * unity_Scale.w);
}
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// stats: 24 alu 0 tex 0 flow
// inputs: 4
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Normal (high float) 3x1 [-1] loc 2
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// #3: TANGENT (high float) 4x1 [-1]
// uniforms: 8 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _BumpMap_ST (high float) 4x1 [-1]
// #2: _MainTex_ST (high float) 4x1 [-1]
// #3: _Object2World (high float) 4x4 [-1]
// #4: _ProjectionParams (high float) 4x1 [-1]
// #5: _World2Object (high float) 4x4 [-1]
// #6: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #7: unity_Scale (high float) 4x1 [-1]