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

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uniform mat4 _LightMatrix0;
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uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
mat3 tmpvar_2;
tmpvar_2[0] = _Object2World[0].xyz;
tmpvar_2[1] = _Object2World[1].xyz;
tmpvar_2[2] = _Object2World[2].xyz;
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vec4 cse_3;
cse_3 = (_Object2World * gl_Vertex);
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gl_Position = tmpvar_1;
vec4 tmpvar_4;
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tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_4.x = tmpvar_1.z;
xlv_FOG = tmpvar_4;
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vec4 tmpvar_5;
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tmpvar_5.zw = vec2(0.0, 0.0);
tmpvar_5.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_5;
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vec4 tmpvar_6;
tmpvar_6.w = 0.0;
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tmpvar_6.xyz = (tmpvar_2 * (gl_Normal * unity_Scale.w));
gl_TexCoord[1] = tmpvar_6;
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vec4 tmpvar_7;
tmpvar_7.w = 0.0;
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tmpvar_7.xyz = _WorldSpaceLightPos0.xyz;
gl_TexCoord[2] = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8.w = 0.0;
tmpvar_8.xyz = (_WorldSpaceCameraPos - cse_3.xyz);
gl_TexCoord[3] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = (_LightMatrix0 * cse_3).xy;
gl_TexCoord[4] = tmpvar_9;
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}
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// inputs: 3, stats: 14 alu 0 tex 0 flow