bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Surface_Rim1-out.txt

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uniform vec4 _MainTex_ST;
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uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
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void main ()
{
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vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 o_2;
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vec4 tmpvar_3;
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tmpvar_3 = (tmpvar_1 * 0.5);
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vec2 tmpvar_4;
tmpvar_4.x = tmpvar_3.x;
tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
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o_2.xy = (tmpvar_4 + tmpvar_3.w);
o_2.zw = tmpvar_1.zw;
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vec3 tmpvar_5;
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tmpvar_5 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_6;
tmpvar_6[0].x = TANGENT.x;
tmpvar_6[0].y = tmpvar_5.x;
tmpvar_6[0].z = gl_Normal.x;
tmpvar_6[1].x = TANGENT.y;
tmpvar_6[1].y = tmpvar_5.y;
tmpvar_6[1].z = gl_Normal.y;
tmpvar_6[2].x = TANGENT.z;
tmpvar_6[2].y = tmpvar_5.z;
tmpvar_6[2].z = gl_Normal.z;
vec4 tmpvar_7;
tmpvar_7.w = 1.0;
tmpvar_7.xyz = _WorldSpaceCameraPos;
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gl_Position = tmpvar_1;
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vec4 tmpvar_8;
tmpvar_8.yzw = vec3(0.0, 0.0, 0.0);
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tmpvar_8.x = tmpvar_1.z;
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xlv_FOG = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.zw = vec2(0.0, 0.0);
tmpvar_9.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
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tmpvar_10.xyz = (tmpvar_6 * ((
(_World2Object * tmpvar_7)
.xyz * unity_Scale.w) - gl_Vertex.xyz));
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gl_TexCoord[1] = tmpvar_10;
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gl_TexCoord[2] = o_2;
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vec4 tmpvar_11;
tmpvar_11.w = 0.0;
tmpvar_11.xyz = (tmpvar_6 * (gl_Normal * unity_Scale.w));
gl_TexCoord[3] = tmpvar_11;
}
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// inputs: 4, stats: 21 alu 0 tex 0 flow