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

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uniform vec4 _TerrainTreeLightColors[4];
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uniform vec3 _TerrainTreeLightDirections[4];
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void main ()
{
vec3 lightColor_1;
lightColor_1 = gl_LightModel.ambient.xyz;
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lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[0] * max (0.0,
dot (_TerrainTreeLightDirections[0], gl_Normal)
)).xyz);
lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[1] * max (0.0,
dot (_TerrainTreeLightDirections[1], gl_Normal)
)).xyz);
lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[2] * max (0.0,
dot (_TerrainTreeLightDirections[2], gl_Normal)
)).xyz);
lightColor_1 = (lightColor_1 + (_TerrainTreeLightColors[3] * max (0.0,
dot (_TerrainTreeLightDirections[3], gl_Normal)
)).xyz);
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gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = (lightColor_1 * gl_Color.w);
gl_TexCoord[1] = tmpvar_3;
}
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// stats: 20 alu 0 tex 0 flow
// inputs: 4
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 4 (total size: 0)
// #0: gl_LightModel (high other) 0x0 [-1]
// #1: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #2: _TerrainTreeLightColors (high float) 4x1 [4]
// #3: _TerrainTreeLightDirections (high float) 3x1 [4]