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

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2012-04-03 23:30:07 -04:00
uniform vec4 _MainTex_ST;
void main ()
{
vec4 tmpvar_1;
tmpvar_1.w = 0.0;
tmpvar_1.xyz = gl_Normal;
gl_Position = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 tmpvar_2;
tmpvar_2.zw = vec2(0.0, 0.0);
tmpvar_2.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_2;
vec4 tmpvar_3;
tmpvar_3.w = 0.0;
tmpvar_3.xyz = (gl_ModelViewMatrix * tmpvar_1).xyz;
gl_TexCoord[1] = tmpvar_3;
}
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// inputs: 3, stats: 7 alu 0 tex 0 flow