bgfx/3rdparty/glsl-optimizer/tests/vertex/z-unishader-dirlm-out.txt

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2014-02-11 02:06:13 -05:00
uniform vec4 _ProjectionParams;
uniform mat4 _Object2World;
uniform vec4 _MainTex_ST;
uniform vec4 _DetailAlbedoMap_ST;
uniform vec4 unity_LightmapST;
attribute vec4 TANGENT;
varying vec4 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
varying vec4 xlv_TEXCOORD3;
varying vec3 xlv_TEXCOORD4;
varying vec4 xlv_TEXCOORD5;
varying vec3 xlv_TEXCOORD7;
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
vec3 tmpvar_3;
vec3 tmpvar_4;
vec4 tmpvar_5;
tmpvar_5 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _DetailAlbedoMap_ST.xy) + _DetailAlbedoMap_ST.zw);
mat3 tmpvar_6;
tmpvar_6[0] = _Object2World[0].xyz;
tmpvar_6[1] = _Object2World[1].xyz;
tmpvar_6[2] = _Object2World[2].xyz;
mat3 tmpvar_7;
tmpvar_7[0] = _Object2World[0].xyz;
tmpvar_7[1] = _Object2World[1].xyz;
tmpvar_7[2] = _Object2World[2].xyz;
vec4 tmpvar_8;
tmpvar_8.xyz = (tmpvar_7 * TANGENT.xyz);
tmpvar_8.w = TANGENT.w;
tmpvar_2.w = tmpvar_8.w;
tmpvar_2.xyz = normalize(tmpvar_8.xyz);
vec4 o_9;
vec4 tmpvar_10;
tmpvar_10 = (tmpvar_5 * 0.5);
vec2 tmpvar_11;
tmpvar_11.x = tmpvar_10.x;
tmpvar_11.y = (tmpvar_10.y * _ProjectionParams.x);
o_9.xy = (tmpvar_11 + tmpvar_10.w);
o_9.zw = tmpvar_5.zw;
tmpvar_3.xy = ((gl_MultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
tmpvar_3.z = 0.0;
gl_Position = tmpvar_5;
xlv_TEXCOORD0 = tmpvar_1;
xlv_TEXCOORD1 = (_Object2World * gl_Vertex);
xlv_TEXCOORD2 = normalize((tmpvar_6 * gl_Normal));
xlv_TEXCOORD3 = tmpvar_2;
xlv_TEXCOORD4 = tmpvar_3;
xlv_TEXCOORD5 = o_9;
xlv_TEXCOORD7 = tmpvar_4;
}
// inputs: 5, stats: 16 alu 0 tex 0 flow