bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_2UV-out.txt

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uniform vec4 _Detail_ST;
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uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord1.xy * _Detail_ST.xy) + _Detail_ST.zw);
mat3 tmpvar_3;
tmpvar_3[0] = _Object2World[0].xyz;
tmpvar_3[1] = _Object2World[1].xyz;
tmpvar_3[2] = _Object2World[2].xyz;
gl_Position = tmpvar_2;
vec4 tmpvar_4;
tmpvar_4.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_4.x = tmpvar_2.z;
xlv_FOG = tmpvar_4;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_5;
tmpvar_5.w = 0.0;
tmpvar_5.xyz = (tmpvar_3 * (gl_Normal * unity_Scale.w));
gl_TexCoord[1] = tmpvar_5;
vec4 tmpvar_6;
tmpvar_6.w = 0.0;
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vec4 cse_7;
cse_7 = (_Object2World * gl_Vertex);
tmpvar_6.xyz = (_WorldSpaceLightPos0.xyz - cse_7.xyz);
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gl_TexCoord[2] = tmpvar_6;
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gl_TexCoord[3] = (_LightMatrix0 * cse_7);
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}
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// inputs: 4, stats: 13 alu 0 tex 0 flow