bgfx/3rdparty/glsl-optimizer/tests/vertex/swizzle-casts-outES3.txt

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2014-10-11 15:32:43 -04:00
#version 300 es
in vec4 _glesVertex;
in vec4 _glesMultiTexCoord0;
uniform highp vec4 unity_LightShadowBias;
uniform highp mat4 glstate_matrix_mvp;
out mediump vec2 xlv_TEXCOORD1;
void main ()
{
highp vec4 tmpvar_1;
tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
tmpvar_1.z = (tmpvar_1.z + clamp ((unity_LightShadowBias.x / tmpvar_1.w), 0.0, 1.0));
tmpvar_1.z = mix (tmpvar_1.z, max (tmpvar_1.z, -(tmpvar_1.w)), unity_LightShadowBias.y);
gl_Position = tmpvar_1;
xlv_TEXCOORD1 = _glesMultiTexCoord0.xy;
}
// stats: 7 alu 0 tex 0 flow
// inputs: 2
// #0: _glesVertex (high float) 4x1 [-1]
// #1: _glesMultiTexCoord0 (high float) 4x1 [-1]
// uniforms: 2 (total size: 0)
// #0: unity_LightShadowBias (high float) 4x1 [-1]
// #1: glstate_matrix_mvp (high float) 4x4 [-1]