bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Hidden_TerrainEngine_Details_BillboardWavingDoublePass2-out.txt

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uniform vec4 _CameraPosition;
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uniform vec3 _CameraRight;
uniform vec3 _CameraUp;
uniform vec4 _MainTex_ST;
uniform vec4 _WaveAndDistance;
uniform vec4 _WavingTint;
uniform vec4 unity_LightShadowBias;
attribute vec4 TANGENT;
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void main ()
{
vec4 tmpvar_1;
vec2 tmpvar_2;
vec4 pos_3;
pos_3 = gl_Vertex;
vec2 offset_4;
offset_4 = TANGENT.xy;
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vec3 grasspos_5;
grasspos_5 = (gl_Vertex.xyz - _CameraPosition.xyz);
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float tmpvar_6;
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tmpvar_6 = dot (grasspos_5, grasspos_5);
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if ((tmpvar_6 > _WaveAndDistance.w)) {
offset_4 = vec2(0.0, 0.0);
};
pos_3.xyz = (gl_Vertex.xyz + (offset_4.x * _CameraRight));
pos_3.xyz = (pos_3.xyz + (offset_4.y * _CameraUp));
vec4 vertex_7;
vertex_7.yw = pos_3.yw;
vec4 outColor_8;
vec3 waveMove_9;
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float lighting_10;
vec4 s_11;
vec4 waves_12;
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waveMove_9.y = 0.0;
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waves_12 = (pos_3.x * (vec4(0.012, 0.02, 0.06, 0.024) * _WaveAndDistance.y));
waves_12 = (waves_12 + (pos_3.z * (vec4(0.006, 0.02, 0.02, 0.05) * _WaveAndDistance.y)));
waves_12 = (waves_12 + (_WaveAndDistance.x * vec4(1.2, 2.0, 1.6, 4.8)));
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vec4 tmpvar_13;
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tmpvar_13 = fract(waves_12);
waves_12 = tmpvar_13;
vec4 val_14;
vec4 s_15;
vec4 r2_16;
vec4 r1_17;
vec4 r5_18;
val_14 = ((tmpvar_13 * 6.40885) - 3.14159);
r5_18 = (val_14 * val_14);
r1_17 = (r5_18 * val_14);
r2_16 = (r1_17 * r5_18);
s_15 = (((val_14 +
(r1_17 * -0.161616)
) + (r2_16 * 0.0083333)) + ((r2_16 * r5_18) * -0.00019841));
s_11 = (s_15 * s_15);
s_11 = (s_11 * s_11);
lighting_10 = (dot (s_11, vec4(0.6742, 0.6742, 0.26968, 0.13484)) * 0.7);
s_11 = (s_11 * TANGENT.y);
waveMove_9.x = dot (s_11, vec4(0.024, 0.04, -0.12, 0.096));
waveMove_9.z = dot (s_11, vec4(0.006, 0.02, -0.02, 0.1));
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vertex_7.xz = (pos_3.xz - (waveMove_9.xz * _WaveAndDistance.z));
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outColor_8.xyz = ((gl_Color.xyz * mix (vec3(0.5, 0.5, 0.5), _WavingTint.xyz, vec3(lighting_10))) * 2.0);
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outColor_8.w = 1.0;
tmpvar_2 = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
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tmpvar_1 = (gl_ModelViewProjectionMatrix * vertex_7);
tmpvar_1.z = (tmpvar_1.z + unity_LightShadowBias.x);
if ((tmpvar_1.z < -(tmpvar_1.w))) {
tmpvar_1.z = -(tmpvar_1.w);
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};
gl_Position = tmpvar_1;
vec4 tmpvar_19;
tmpvar_19.zw = vec2(0.0, 0.0);
tmpvar_19.xy = tmpvar_2;
gl_TexCoord[1] = tmpvar_19;
gl_FrontColor = outColor_8;
}
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// stats: 50 alu 0 tex 2 flow
// inputs: 4
// #0: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #1: gl_Color (high float) 4x1 [-1] loc 3
// #2: gl_Vertex (high float) 4x1 [-1] loc 0
// #3: TANGENT (high float) 4x1 [-1]
// uniforms: 8 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: _CameraPosition (high float) 4x1 [-1]
// #2: _CameraRight (high float) 3x1 [-1]
// #3: _CameraUp (high float) 3x1 [-1]
// #4: _MainTex_ST (high float) 4x1 [-1]
// #5: _WaveAndDistance (high float) 4x1 [-1]
// #6: _WavingTint (high float) 4x1 [-1]
// #7: unity_LightShadowBias (high float) 4x1 [-1]