bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_2UV-out.txt

53 lines
1.6 KiB
Text
Raw Normal View History

2012-04-03 23:30:07 -04:00
uniform vec4 _Detail_ST;
2014-02-11 02:06:13 -05:00
uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
2012-04-03 23:30:07 -04:00
void main ()
{
vec4 tmpvar_1;
2014-10-11 15:32:43 -04:00
vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
2012-04-03 23:30:07 -04:00
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw);
mat3 tmpvar_3;
tmpvar_3[0] = _Object2World[0].xyz;
tmpvar_3[1] = _Object2World[1].xyz;
tmpvar_3[2] = _Object2World[2].xyz;
2014-10-11 15:32:43 -04:00
gl_Position = pos_2;
2012-04-03 23:30:07 -04:00
vec4 tmpvar_4;
tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
2014-10-11 15:32:43 -04:00
tmpvar_4.x = pos_2.z;
2012-04-03 23:30:07 -04:00
xlv_FOG = tmpvar_4;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = (tmpvar_3 * (gl_Normal * unity_Scale.w));
gl_TexCoord[1] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
2014-10-11 15:32:43 -04:00
vec4 tmpvar_7;
tmpvar_7 = (_Object2World * gl_Vertex);
tmpvar_6.xyz = (_WorldSpaceLightPos0.xyz - tmpvar_7.xyz);
2012-04-03 23:30:07 -04:00
gl_TexCoord[2] = tmpvar_6;
2014-10-11 15:32:43 -04:00
gl_TexCoord[3] = (_LightMatrix0 * tmpvar_7);
2012-04-03 23:30:07 -04:00
}
2014-02-11 02:06:13 -05:00
2014-10-11 15:32:43 -04:00
// stats: 13 alu 0 tex 0 flow
// inputs: 4
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 7 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _Detail_ST (high float) 4x1 [-1]
// #2: _LightMatrix0 (high float) 4x4 [-1]
// #3: _MainTex_ST (high float) 4x1 [-1]
// #4: _Object2World (high float) 4x4 [-1]
// #5: _WorldSpaceLightPos0 (high float) 4x1 [-1]
// #6: unity_Scale (high float) 4x1 [-1]