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

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uniform mat4 _World2Object;
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uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
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void main ()
{
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vec3 viewDir_1;
vec4 tmpvar_2;
tmpvar_2.w = 1.0;
tmpvar_2.xyz = _WorldSpaceCameraPos;
viewDir_1 = -(normalize((
((_World2Object * tmpvar_2).xyz * unity_Scale.w)
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- gl_Vertex.xyz)));
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vec4 tmpvar_3;
tmpvar_3.w = 0.0;
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tmpvar_3.xyz = (viewDir_1 - (2.0 * (
dot (gl_Normal, viewDir_1)
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* gl_Normal)));
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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;
}
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// stats: 14 alu 0 tex 0 flow
// inputs: 3
// #0: gl_Color (high float) 4x1 [-1] loc 3
// #1: gl_Normal (high float) 3x1 [-1] loc 2
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 5 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _World2Object (high float) 4x4 [-1]
// #3: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #4: unity_Scale (high float) 4x1 [-1]