bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_Camera-DepthNormalTexture1-out.txt

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uniform vec4 _ProjectionParams;
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uniform vec4 _WaveAndDistance;
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void main ()
{
vec4 tmpvar_1;
vec4 vertex_2;
vertex_2.yw = gl_Vertex.yw;
vec3 waveMove_3;
waveMove_3.y = 0.0;
vec4 tmpvar_4;
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tmpvar_4 = ((fract(
(((gl_Vertex.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y)) + (gl_Vertex.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y))) + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)))
) * 6.40885) - 3.14159);
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vec4 tmpvar_5;
tmpvar_5 = (tmpvar_4 * tmpvar_4);
vec4 tmpvar_6;
tmpvar_6 = (tmpvar_5 * tmpvar_4);
vec4 tmpvar_7;
tmpvar_7 = (tmpvar_6 * tmpvar_5);
vec4 tmpvar_8;
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tmpvar_8 = (((tmpvar_4 +
(tmpvar_6 * -0.161616)
) + (tmpvar_7 * 0.0083333)) + ((tmpvar_7 * tmpvar_5) * -0.00019841));
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vec4 tmpvar_9;
tmpvar_9 = (tmpvar_8 * tmpvar_8);
vec4 tmpvar_10;
tmpvar_10 = ((tmpvar_9 * tmpvar_9) * (gl_Color.w * _WaveAndDistance.z));
waveMove_3.x = dot (tmpvar_10, vec4(0.024, 0.04, -0.12, 0.096));
waveMove_3.z = dot (tmpvar_10, vec4(0.006, 0.02, -0.02, 0.1));
vertex_2.xz = (gl_Vertex.xz - (waveMove_3.xz * _WaveAndDistance.z));
tmpvar_1.xyz = vec3(0.0, 0.0, 1.0);
tmpvar_1.w = -(((gl_ModelViewMatrix * vertex_2).z * _ProjectionParams.w));
gl_Position = (gl_ModelViewProjectionMatrix * vertex_2);
vec4 tmpvar_11;
tmpvar_11.zw = vec2(0.0, 0.0);
tmpvar_11.xy = gl_MultiTexCoord0.xy;
gl_TexCoord[0] = tmpvar_11;
gl_TexCoord[1] = tmpvar_1;
}
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// inputs: 3, stats: 35 alu 0 tex 0 flow