bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Reflective_Specular2-out.txt

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uniform vec4 _MainTex_ST;
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uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
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void main ()
{
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vec3 viewDir_1;
vec4 pos_2;
pos_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = _WorldSpaceCameraPos;
viewDir_1 = (gl_Vertex.xyz - ((_World2Object * tmpvar_3).xyz * unity_Scale.w));
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mat3 tmpvar_4;
tmpvar_4[0] = _Object2World[0].xyz;
tmpvar_4[1] = _Object2World[1].xyz;
tmpvar_4[2] = _Object2World[2].xyz;
vec4 o_5;
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o_5 = (pos_2 * 0.5);
vec2 tmpvar_6;
tmpvar_6.x = o_5.x;
tmpvar_6.y = (o_5.y * _ProjectionParams.x);
o_5.xy = (tmpvar_6 + o_5.w);
o_5.zw = pos_2.zw;
gl_Position = pos_2;
vec4 tmpvar_7;
tmpvar_7.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_7.x = pos_2.z;
xlv_FOG = tmpvar_7;
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vec4 tmpvar_8;
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tmpvar_8.zw = vec2(0.0, 0.0);
tmpvar_8.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_8;
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vec4 tmpvar_9;
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tmpvar_9.w = 0.0;
tmpvar_9.xyz = (tmpvar_4 * (viewDir_1 - (2.0 *
(dot (gl_Normal, viewDir_1) * gl_Normal)
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)));
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gl_TexCoord[1] = tmpvar_9;
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gl_TexCoord[2] = o_5;
}
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// stats: 18 alu 0 tex 0 flow
// inputs: 3
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Normal (high float) 3x1 [-1] loc 2
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// uniforms: 7 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _MainTex_ST (high float) 4x1 [-1]
// #2: _Object2World (high float) 4x4 [-1]
// #3: _ProjectionParams (high float) 4x1 [-1]
// #4: _World2Object (high float) 4x4 [-1]
// #5: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #6: unity_Scale (high float) 4x1 [-1]