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

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uniform vec4 _BumpMap_ST;
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uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_4LightAtten0;
uniform vec4 unity_4LightPosX0;
uniform vec4 unity_4LightPosY0;
uniform vec4 unity_4LightPosZ0;
uniform vec3 unity_LightColor0;
uniform vec3 unity_LightColor1;
uniform vec3 unity_LightColor2;
uniform vec3 unity_LightColor3;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHC;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
mat3 tmpvar_3;
tmpvar_3[0] = _Object2World[0].xyz;
tmpvar_3[1] = _Object2World[1].xyz;
tmpvar_3[2] = _Object2World[2].xyz;
vec3 tmpvar_4;
tmpvar_4 = (tmpvar_3 * (gl_Normal * unity_Scale.w));
vec3 tmpvar_5;
tmpvar_5 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
mat3 tmpvar_6;
tmpvar_6[0].x = TANGENT.x;
tmpvar_6[0].y = tmpvar_5.x;
tmpvar_6[0].z = gl_Normal.x;
tmpvar_6[1].x = TANGENT.y;
tmpvar_6[1].y = tmpvar_5.y;
tmpvar_6[1].z = gl_Normal.y;
tmpvar_6[2].x = TANGENT.z;
tmpvar_6[2].y = tmpvar_5.z;
tmpvar_6[2].z = gl_Normal.z;
vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = _WorldSpaceCameraPos;
vec4 tmpvar_8;
tmpvar_8.w = 1.0;
tmpvar_8.xyz = tmpvar_4;
vec3 x2_9;
vec3 x1_10;
x1_10.x = dot (unity_SHAr, tmpvar_8);
x1_10.y = dot (unity_SHAg, tmpvar_8);
x1_10.z = dot (unity_SHAb, tmpvar_8);
vec4 tmpvar_11;
tmpvar_11 = (tmpvar_4.xyzz * tmpvar_4.yzzx);
x2_9.x = dot (unity_SHBr, tmpvar_11);
x2_9.y = dot (unity_SHBg, tmpvar_11);
x2_9.z = dot (unity_SHBb, tmpvar_11);
vec3 tmpvar_12;
tmpvar_12 = (_Object2World * gl_Vertex).xyz;
vec4 tmpvar_13;
tmpvar_13 = (unity_4LightPosX0 - tmpvar_12.x);
vec4 tmpvar_14;
tmpvar_14 = (unity_4LightPosY0 - tmpvar_12.y);
vec4 tmpvar_15;
tmpvar_15 = (unity_4LightPosZ0 - tmpvar_12.z);
vec4 tmpvar_16;
tmpvar_16 = (((tmpvar_13 * tmpvar_13) + (tmpvar_14 * tmpvar_14)) + (tmpvar_15 * tmpvar_15));
vec4 tmpvar_17;
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tmpvar_17 = (max (vec4(0.0, 0.0, 0.0, 0.0), (
(((tmpvar_13 * tmpvar_4.x) + (tmpvar_14 * tmpvar_4.y)) + (tmpvar_15 * tmpvar_4.z))
*
inversesqrt(tmpvar_16)
)) * (1.0/((1.0 +
(tmpvar_16 * unity_4LightAtten0)
))));
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vec4 o_18;
vec4 tmpvar_19;
tmpvar_19 = (tmpvar_2 * 0.5);
vec2 tmpvar_20;
tmpvar_20.x = tmpvar_19.x;
tmpvar_20.y = (tmpvar_19.y * _ProjectionParams.x);
o_18.xy = (tmpvar_20 + tmpvar_19.w);
o_18.zw = tmpvar_2.zw;
gl_Position = tmpvar_2;
vec4 tmpvar_21;
tmpvar_21.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_21.x = tmpvar_2.z;
xlv_FOG = tmpvar_21;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_22;
tmpvar_22.w = 0.0;
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tmpvar_22.xyz = (tmpvar_6 * ((
(_World2Object * tmpvar_7)
.xyz * unity_Scale.w) - gl_Vertex.xyz));
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gl_TexCoord[1] = tmpvar_22;
vec4 tmpvar_23;
tmpvar_23.w = 0.0;
tmpvar_23.xyz = (tmpvar_6 * (_World2Object * _WorldSpaceLightPos0).xyz);
gl_TexCoord[2] = tmpvar_23;
vec4 tmpvar_24;
tmpvar_24.w = 0.0;
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tmpvar_24.xyz = (((x1_10 + x2_9) + (unity_SHC.xyz *
((tmpvar_4.x * tmpvar_4.x) - (tmpvar_4.y * tmpvar_4.y))
)) + ((
((unity_LightColor0 * tmpvar_17.x) + (unity_LightColor1 * tmpvar_17.y))
+
(unity_LightColor2 * tmpvar_17.z)
) + (unity_LightColor3 * tmpvar_17.w)));
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gl_TexCoord[3] = tmpvar_24;
gl_TexCoord[4] = o_18;
}
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// inputs: 4, stats: 68 alu 0 tex 0 flow