bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Nature_Soft_Occlusion_Leaves1-out.txt

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uniform vec4 _MainTex_ST;
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uniform vec4 _ProjectionParams;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
varying vec4 xlv_FOG;
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void main ()
{
vec4 pos_1;
pos_1.w = gl_Vertex.w;
pos_1.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 tmpvar_2;
tmpvar_2.w = 0.0;
tmpvar_2.xyz = pos_1.xyz;
pos_1.xyz = mix (pos_1.xyz, (_TerrainEngineBendTree * tmpvar_2).xyz, gl_Color.www);
vec3 tmpvar_3;
tmpvar_3.xz = vec2(0.0, 0.0);
tmpvar_3.y = _SquashPlaneNormal.w;
vec4 tmpvar_4;
tmpvar_4.w = 1.0;
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tmpvar_4.xyz = mix ((pos_1.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_3 - pos_1.xyz))
* _SquashPlaneNormal.xyz)), pos_1.xyz, vec3(_SquashAmount));
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pos_1 = tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (gl_ModelViewProjectionMatrix * tmpvar_4);
vec4 o_6;
vec4 tmpvar_7;
tmpvar_7 = (tmpvar_5 * 0.5);
vec2 tmpvar_8;
tmpvar_8.x = tmpvar_7.x;
tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
o_6.xy = (tmpvar_8 + tmpvar_7.w);
o_6.zw = tmpvar_5.zw;
gl_Position = tmpvar_5;
vec4 tmpvar_9;
tmpvar_9.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_9.x = tmpvar_5.z;
xlv_FOG = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.zw = vec2(0.0, 0.0);
tmpvar_10.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_10;
gl_TexCoord[1] = o_6;
}
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// inputs: 3, stats: 19 alu 0 tex 0 flow