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

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2012-10-07 23:41:18 -04:00
uniform vec4 unity_Scale;
uniform vec3 _WorldSpaceCameraPos;
uniform mat4 _World2Object;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.w = 1.0;
tmpvar_1.xyz = _WorldSpaceCameraPos;
vec3 tmpvar_2;
tmpvar_2 = -(normalize((((_World2Object * tmpvar_1).xyz * unity_Scale.w) - gl_Vertex.xyz)));
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = (tmpvar_2 - (2.0 * (dot (gl_Normal, tmpvar_2) * gl_Normal)));
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_FrontColor = gl_Color;
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = (gl_ModelViewMatrix * tmpvar_3).xyz;
gl_TexCoord[0] = tmpvar_4;
}