bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Nature_Soft_Occlusion_Bark3-out.txt

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uniform vec4 _LightShadowData;
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uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform mat4 _TerrainEngineBendTree;
uniform mat4 _World2Shadow;
uniform mat4 _World2Shadow1;
uniform mat4 _World2Shadow2;
uniform mat4 _World2Shadow3;
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void main ()
{
vec2 tmpvar_1;
vec4 pos_2;
pos_2.w = gl_Vertex.w;
pos_2.xyz = (gl_Vertex.xyz * _Scale.xyz);
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = pos_2.xyz;
pos_2.xyz = mix (pos_2.xyz, (_TerrainEngineBendTree * tmpvar_3).xyz, gl_Color.www);
vec3 tmpvar_4;
tmpvar_4.xz = vec2(0.0, 0.0);
tmpvar_4.y = _SquashPlaneNormal.w;
vec4 tmpvar_5;
tmpvar_5.w = 1.0;
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tmpvar_5.xyz = mix ((pos_2.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_4 - pos_2.xyz))
* _SquashPlaneNormal.xyz)), pos_2.xyz, vec3(_SquashAmount));
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pos_2 = tmpvar_5;
float tmpvar_6;
tmpvar_6 = -((gl_ModelViewMatrix * tmpvar_5).z);
tmpvar_1.x = tmpvar_6;
tmpvar_1.y = ((tmpvar_6 * _LightShadowData.z) + _LightShadowData.w);
vec4 tmpvar_7;
tmpvar_7 = (_Object2World * tmpvar_5);
gl_Position = (gl_ModelViewProjectionMatrix * tmpvar_5);
vec4 tmpvar_8;
tmpvar_8.w = 0.0;
tmpvar_8.xyz = (_World2Shadow * tmpvar_7).xyz;
gl_TexCoord[0] = tmpvar_8;
vec4 tmpvar_9;
tmpvar_9.w = 0.0;
tmpvar_9.xyz = (_World2Shadow1 * tmpvar_7).xyz;
gl_TexCoord[1] = tmpvar_9;
vec4 tmpvar_10;
tmpvar_10.w = 0.0;
tmpvar_10.xyz = (_World2Shadow2 * tmpvar_7).xyz;
gl_TexCoord[2] = tmpvar_10;
vec4 tmpvar_11;
tmpvar_11.w = 0.0;
tmpvar_11.xyz = (_World2Shadow3 * tmpvar_7).xyz;
gl_TexCoord[3] = tmpvar_11;
vec4 tmpvar_12;
tmpvar_12.zw = vec2(0.0, 0.0);
tmpvar_12.xy = tmpvar_1;
gl_TexCoord[4] = tmpvar_12;
}
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// inputs: 2, stats: 26 alu 0 tex 0 flow