bgfx/3rdparty/glsl-optimizer/tests/vertex/z-prepasslight-outES.txt

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varying highp vec3 xlv_TEXCOORD1;
varying highp vec4 xlv_TEXCOORD0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp vec4 _ProjectionParams;
attribute mediump vec3 _glesNormal;
attribute highp vec4 _glesVertex;
void main ()
{
highp vec3 tmpvar_1;
tmpvar_1 = _glesNormal;
highp vec4 tmpvar_2;
tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
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highp vec4 o_3;
highp vec4 tmpvar_4;
tmpvar_4 = (tmpvar_2 * 0.5);
highp vec2 tmpvar_5;
tmpvar_5.x = tmpvar_4.x;
tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
o_3.xy = (tmpvar_5 + tmpvar_4.w);
o_3.zw = tmpvar_2.zw;
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gl_Position = tmpvar_2;
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xlv_TEXCOORD0 = o_3;
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xlv_TEXCOORD1 = mix (((glstate_matrix_modelview0 * _glesVertex).xyz * vec3(-1.0, -1.0, 1.0)), tmpvar_1, vec3(float((tmpvar_1.z != 0.0))));
}