bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Rim1-out.txt

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uniform vec4 _MainTex_ST;
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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;
vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_3;
o_3 = (pos_2 * 0.5);
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vec2 tmpvar_4;
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tmpvar_4.x = o_3.x;
tmpvar_4.y = (o_3.y * _ProjectionParams.x);
o_3.xy = (tmpvar_4 + o_3.w);
o_3.zw = pos_2.zw;
binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_5;
tmpvar_5[0].x = TANGENT.x;
tmpvar_5[0].y = binormal_1.x;
tmpvar_5[0].z = gl_Normal.x;
tmpvar_5[1].x = TANGENT.y;
tmpvar_5[1].y = binormal_1.y;
tmpvar_5[1].z = gl_Normal.y;
tmpvar_5[2].x = TANGENT.z;
tmpvar_5[2].y = binormal_1.z;
tmpvar_5[2].z = gl_Normal.z;
vec4 tmpvar_6;
tmpvar_6.w = 1.0;
tmpvar_6.xyz = _WorldSpaceCameraPos;
gl_Position = pos_2;
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vec4 tmpvar_7;
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tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_7.x = pos_2.z;
xlv_FOG = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9.w = 0.0;
tmpvar_9.xyz = (tmpvar_5 * ((
(_World2Object * tmpvar_6)
.xyz * unity_Scale.w) - gl_Vertex.xyz));
gl_TexCoord[1] = tmpvar_9;
gl_TexCoord[2] = o_3;
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vec4 tmpvar_10;
tmpvar_10.w = 0.0;
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tmpvar_10.xyz = (tmpvar_5 * (gl_Normal * unity_Scale.w));
gl_TexCoord[3] = tmpvar_10;
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}
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// stats: 21 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: 6 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _MainTex_ST (high float) 4x1 [-1]
// #2: _ProjectionParams (high float) 4x1 [-1]
// #3: _World2Object (high float) 4x4 [-1]
// #4: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #5: unity_Scale (high float) 4x1 [-1]