bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Self-Illumin_Specular1-out.txt

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void main ()
{
mat3 tmpvar_1;
tmpvar_1[0] = gl_ModelViewMatrixInverseTranspose[0].xyz;
tmpvar_1[1] = gl_ModelViewMatrixInverseTranspose[1].xyz;
tmpvar_1[2] = gl_ModelViewMatrixInverseTranspose[2].xyz;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_2;
tmpvar_2.w = 0.0;
tmpvar_2.xyz = (tmpvar_1 * gl_Normal);
gl_TexCoord[0] = tmpvar_2;
}
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// stats: 3 alu 0 tex 0 flow
// inputs: 2
// #0: gl_Normal (high float) 3x1 [-1] loc 2
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 2 (total size: 0)
// #0: gl_ModelViewMatrixInverseTranspose (high float) 4x4 [-1]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]