bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-unroll-out.txt

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uniform vec3 _TerrainTreeLightDirections[4];
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uniform float _TranslucencyViewDependency;
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void main ()
{
vec3 tmpvar_1;
vec3 tmpvar_2;
vec3 tmpvar_3;
tmpvar_3 = _TerrainTreeLightDirections[0];
float tmpvar_4;
tmpvar_4 = dot (gl_Normal, tmpvar_3);
tmpvar_1.x = mix (-(tmpvar_4), dot (gl_Vertex.xyz, -(tmpvar_3)), _TranslucencyViewDependency);
tmpvar_2.x = max (0.0, ((tmpvar_4 * 0.6) + 0.4));
vec3 tmpvar_5;
tmpvar_5 = _TerrainTreeLightDirections[1];
float tmpvar_6;
tmpvar_6 = dot (gl_Normal, tmpvar_5);
tmpvar_1.y = mix (-(tmpvar_6), dot (gl_Vertex.xyz, -(tmpvar_5)), _TranslucencyViewDependency);
tmpvar_2.y = max (0.0, ((tmpvar_6 * 0.6) + 0.4));
vec3 tmpvar_7;
tmpvar_7 = _TerrainTreeLightDirections[2];
float tmpvar_8;
tmpvar_8 = dot (gl_Normal, tmpvar_7);
tmpvar_1.z = mix (-(tmpvar_8), dot (gl_Vertex.xyz, -(tmpvar_7)), _TranslucencyViewDependency);
tmpvar_2.z = max (0.0, ((tmpvar_8 * 0.6) + 0.4));
gl_Position = gl_Vertex;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = tmpvar_1;
gl_TexCoord[2] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = tmpvar_2;
gl_TexCoord[3] = tmpvar_10;
}
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// inputs: 2, stats: 32 alu 0 tex 0 flow