bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Custom_Data2-out.txt

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uniform vec4 _ProjectionParams;
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uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
varying vec4 xlv_FOG;
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void main ()
{
vec3 tmpvar_1;
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vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
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vec4 o_3;
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o_3 = (pos_2 * 0.5);
vec2 tmpvar_4;
tmpvar_4.x = o_3.x;
tmpvar_4.y = (o_3.y * _ProjectionParams.x);
o_3.xy = (tmpvar_4 + o_3.w);
o_3.zw = pos_2.zw;
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tmpvar_1.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
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tmpvar_1.z = ((-(
(gl_ModelViewMatrix * gl_Vertex)
.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
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gl_Position = pos_2;
vec4 tmpvar_5;
tmpvar_5.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_5.x = pos_2.z;
xlv_FOG = tmpvar_5;
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vec4 tmpvar_6;
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tmpvar_6.w = 0.0;
tmpvar_6.xyz = ((gl_Normal * 0.5) + 0.5);
gl_TexCoord[0] = tmpvar_6;
gl_TexCoord[1] = o_3;
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vec4 tmpvar_7;
tmpvar_7.w = 0.0;
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tmpvar_7.xyz = tmpvar_1;
gl_TexCoord[2] = tmpvar_7;
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}
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// stats: 15 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #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: _ProjectionParams (high float) 4x1 [-1]
// #3: unity_LightmapFade (high float) 4x1 [-1]
// #4: unity_LightmapST (high float) 4x1 [-1]