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

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uniform vec4 _MainTex_ST;
void main ()
{
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
gl_FrontColor = gl_Color;
vec4 tmpvar_1;
tmpvar_1.zw = vec2(0.0, 0.0);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_1;
}
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// stats: 4 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _MainTex_ST (high float) 4x1 [-1]