bgfx/3rdparty/glsl-optimizer/tests/vertex/loops-for-out.txt

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uniform mat4 UNITY_MATRIX_IT_MV;
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uniform mat4 UNITY_MATRIX_MV;
uniform mat4 UNITY_MATRIX_MVP;
uniform vec4 unity_LightAtten[4];
uniform vec4 unity_LightColor[4];
uniform vec4 unity_LightPosition[4];
varying vec4 xlv_TEXCOORD0;
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void main ()
{
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vec3 toLight_1;
vec3 lightColor_2;
vec3 viewN_3;
vec3 viewpos_4;
viewpos_4 = (UNITY_MATRIX_MV * gl_Vertex).xyz;
mat3 tmpvar_5;
tmpvar_5[0] = UNITY_MATRIX_IT_MV[0].xyz;
tmpvar_5[1] = UNITY_MATRIX_IT_MV[1].xyz;
tmpvar_5[2] = UNITY_MATRIX_IT_MV[2].xyz;
viewN_3 = (tmpvar_5 * gl_Normal);
toLight_1 = (unity_LightPosition[0].xyz - viewpos_4);
lightColor_2 = (unity_LightColor[0].xyz * (max (0.0,
dot (viewN_3, normalize(toLight_1))
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) * (1.0/(
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(1.0 + (dot (toLight_1, toLight_1) * unity_LightAtten[0].z))
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))));
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toLight_1 = (unity_LightPosition[1].xyz - viewpos_4);
lightColor_2 = (lightColor_2 + (unity_LightColor[1].xyz * (
max (0.0, dot (viewN_3, normalize(toLight_1)))
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*
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(1.0/((1.0 + (dot (toLight_1, toLight_1) * unity_LightAtten[1].z))))
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)));
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vec4 tmpvar_6;
tmpvar_6.w = 1.0;
tmpvar_6.xyz = (lightColor_2 * 2.0);
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gl_Position = (UNITY_MATRIX_MVP * gl_Vertex);
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xlv_TEXCOORD0 = tmpvar_6;
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}
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// stats: 26 alu 0 tex 0 flow
// inputs: 2
// #0: gl_Normal (high float) 3x1 [-1] loc 2
// #1: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 6 (total size: 0)
// #0: UNITY_MATRIX_IT_MV (high float) 4x4 [-1]
// #1: UNITY_MATRIX_MV (high float) 4x4 [-1]
// #2: UNITY_MATRIX_MVP (high float) 4x4 [-1]
// #3: unity_LightAtten (high float) 4x1 [4]
// #4: unity_LightColor (high float) 4x1 [4]
// #5: unity_LightPosition (high float) 4x1 [4]