bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Self-Illumin_Diffuse1-out.txt

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uniform vec4 _Illum_ST;
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uniform vec4 _MainTex_ST;
uniform vec4 _ProjectionParams;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
vec3 tmpvar_2;
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vec4 pos_3;
pos_3 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _Illum_ST.xy) + _Illum_ST.zw);
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vec4 o_4;
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o_4 = (pos_3 * 0.5);
vec2 tmpvar_5;
tmpvar_5.x = o_4.x;
tmpvar_5.y = (o_4.y * _ProjectionParams.x);
o_4.xy = (tmpvar_5 + o_4.w);
o_4.zw = pos_3.zw;
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tmpvar_2.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
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tmpvar_2.z = ((-(
(gl_ModelViewMatrix * gl_Vertex)
.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
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gl_Position = pos_3;
vec4 tmpvar_6;
tmpvar_6.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_6.x = pos_3.z;
xlv_FOG = tmpvar_6;
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gl_TexCoord[0] = tmpvar_1;
gl_TexCoord[1] = o_4;
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vec4 tmpvar_7;
tmpvar_7.w = 0.0;
tmpvar_7.xyz = tmpvar_2;
gl_TexCoord[2] = tmpvar_7;
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}
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// stats: 16 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 7 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _Illum_ST (high float) 4x1 [-1]
// #3: _MainTex_ST (high float) 4x1 [-1]
// #4: _ProjectionParams (high float) 4x1 [-1]
// #5: unity_LightmapFade (high float) 4x1 [-1]
// #6: unity_LightmapST (high float) 4x1 [-1]