bgfx/3rdparty/glsl-optimizer/tests/vertex/zun-Reflective_Parallax_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_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
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void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
tmpvar_2 = (gl_ModelViewProjectionMatrix * gl_Vertex);
tmpvar_1.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
tmpvar_1.zw = ((gl_MultiTexCoord0.xy * _BumpMap_ST.xy) + _BumpMap_ST.zw);
vec4 tmpvar_3;
tmpvar_3.w = 1.0;
tmpvar_3.xyz = _WorldSpaceCameraPos;
mat3 tmpvar_4;
tmpvar_4[0] = _Object2World[0].xyz;
tmpvar_4[1] = _Object2World[1].xyz;
tmpvar_4[2] = _Object2World[2].xyz;
vec3 tmpvar_5;
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tmpvar_5 = (tmpvar_4 * (gl_Vertex.xyz - (
(_World2Object * tmpvar_3)
.xyz * unity_Scale.w)));
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vec3 tmpvar_6;
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tmpvar_6 = (((gl_Normal.yzx * TANGENT.zxy) - (gl_Normal.zxy * TANGENT.yzx)) * TANGENT.w);
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mat3 tmpvar_7;
tmpvar_7[0].x = TANGENT.x;
tmpvar_7[0].y = tmpvar_6.x;
tmpvar_7[0].z = gl_Normal.x;
tmpvar_7[1].x = TANGENT.y;
tmpvar_7[1].y = tmpvar_6.y;
tmpvar_7[1].z = gl_Normal.y;
tmpvar_7[2].x = TANGENT.z;
tmpvar_7[2].y = tmpvar_6.z;
tmpvar_7[2].z = gl_Normal.z;
vec4 tmpvar_8;
tmpvar_8.xyz = (tmpvar_7 * _Object2World[0].xyz);
tmpvar_8.w = tmpvar_5.x;
vec4 tmpvar_9;
tmpvar_9.xyz = (tmpvar_7 * _Object2World[1].xyz);
tmpvar_9.w = tmpvar_5.y;
vec4 tmpvar_10;
tmpvar_10.xyz = (tmpvar_7 * _Object2World[2].xyz);
tmpvar_10.w = tmpvar_5.z;
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vec4 o_11;
vec4 tmpvar_12;
tmpvar_12 = (tmpvar_2 * 0.5);
vec2 tmpvar_13;
tmpvar_13.x = tmpvar_12.x;
tmpvar_13.y = (tmpvar_12.y * _ProjectionParams.x);
o_11.xy = (tmpvar_13 + tmpvar_12.w);
o_11.zw = tmpvar_2.zw;
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vec4 tmpvar_14;
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tmpvar_14.w = 1.0;
tmpvar_14.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_2;
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vec4 tmpvar_15;
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tmpvar_15.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_15.x = tmpvar_2.z;
xlv_FOG = tmpvar_15;
gl_TexCoord[0] = tmpvar_1;
vec4 tmpvar_16;
tmpvar_16.w = 0.0;
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tmpvar_16.xyz = (tmpvar_7 * ((
(_World2Object * tmpvar_14)
.xyz * unity_Scale.w) - gl_Vertex.xyz));
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gl_TexCoord[1] = tmpvar_16;
gl_TexCoord[2] = o_11;
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gl_TexCoord[3] = (tmpvar_8 * unity_Scale.w);
gl_TexCoord[4] = (tmpvar_9 * unity_Scale.w);
gl_TexCoord[5] = (tmpvar_10 * unity_Scale.w);
}
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// inputs: 4, stats: 30 alu 0 tex 0 flow