bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Reflective_Bumped_Diffuse1-out.txt

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uniform vec4 _BumpMap_ST;
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uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _ProjectionParams;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 unity_LightmapFade;
uniform vec4 unity_LightmapST;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
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void main ()
{
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vec3 binormal_1;
vec3 worldRefl_2;
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vec4 tmpvar_3;
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vec3 tmpvar_4;
vec4 pos_5;
pos_5 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_3.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_3.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec4 tmpvar_6;
tmpvar_6.w = 1.0;
tmpvar_6.xyz = _WorldSpaceCameraPos;
mat3 tmpvar_7;
tmpvar_7[0] = _Object2World[0].xyz;
tmpvar_7[1] = _Object2World[1].xyz;
tmpvar_7[2] = _Object2World[2].xyz;
worldRefl_2 = (tmpvar_7 * (gl_Vertex.xyz - (
(_World2Object * tmpvar_6)
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.xyz * unity_Scale.w)));
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binormal_1 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_8;
tmpvar_8[0].x = TANGENT.x;
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tmpvar_8[0].y = binormal_1.x;
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tmpvar_8[0].z = gl_Normal.x;
tmpvar_8[1].x = TANGENT.y;
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tmpvar_8[1].y = binormal_1.y;
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tmpvar_8[1].z = gl_Normal.y;
tmpvar_8[2].x = TANGENT.z;
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tmpvar_8[2].y = binormal_1.z;
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tmpvar_8[2].z = gl_Normal.z;
vec4 tmpvar_9;
tmpvar_9.xyz = (tmpvar_8 * _Object2World[0].xyz);
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tmpvar_9.w = worldRefl_2.x;
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vec4 tmpvar_10;
tmpvar_10.xyz = (tmpvar_8 * _Object2World[1].xyz);
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tmpvar_10.w = worldRefl_2.y;
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vec4 tmpvar_11;
tmpvar_11.xyz = (tmpvar_8 * _Object2World[2].xyz);
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tmpvar_11.w = worldRefl_2.z;
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vec4 o_12;
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o_12 = (pos_5 * 0.5);
vec2 tmpvar_13;
tmpvar_13.x = o_12.x;
tmpvar_13.y = (o_12.y * _ProjectionParams.x);
o_12.xy = (tmpvar_13 + o_12.w);
o_12.zw = pos_5.zw;
tmpvar_4.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_4.z = ((-(
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(gl_ModelViewMatrix * gl_Vertex)
.z) * unity_LightmapFade.z) + unity_LightmapFade.w);
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gl_Position = pos_5;
vec4 tmpvar_14;
tmpvar_14.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_14.x = pos_5.z;
xlv_FOG = tmpvar_14;
gl_TexCoord[0] = tmpvar_3;
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gl_TexCoord[1] = o_12;
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gl_TexCoord[2] = (tmpvar_9 * unity_Scale.w);
gl_TexCoord[3] = (tmpvar_10 * unity_Scale.w);
gl_TexCoord[4] = (tmpvar_11 * unity_Scale.w);
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vec4 tmpvar_15;
tmpvar_15.w = 0.0;
tmpvar_15.xyz = tmpvar_4;
gl_TexCoord[5] = tmpvar_15;
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}
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// stats: 31 alu 0 tex 0 flow
// inputs: 5
// #0: gl_MultiTexCoord1 (high float) 4x1 [-1] loc 9
// #1: gl_MultiTexCoord0 (high float) 4x1 [-1] loc 8
// #2: gl_Normal (high float) 3x1 [-1] loc 2
// #3: gl_Vertex (high float) 4x1 [-1] loc 0
// #4: TANGENT (high float) 4x1 [-1]
// uniforms: 11 (total size: 0)
// #0: gl_ModelViewProjectionMatrix (high float) 4x4 [-1]
// #1: gl_ModelViewMatrix (high float) 4x4 [-1]
// #2: _BumpMap_ST (high float) 4x1 [-1]
// #3: _MainTex_ST (high float) 4x1 [-1]
// #4: _Object2World (high float) 4x4 [-1]
// #5: _ProjectionParams (high float) 4x1 [-1]
// #6: _World2Object (high float) 4x4 [-1]
// #7: _WorldSpaceCameraPos (high float) 3x1 [-1]
// #8: unity_LightmapFade (high float) 4x1 [-1]
// #9: unity_LightmapST (high float) 4x1 [-1]
// #10: unity_Scale (high float) 4x1 [-1]