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

131 lines
4 KiB
Text
Raw Normal View History

2012-10-07 23:41:18 -04:00
uniform vec4 _Color;
2014-02-11 02:06:13 -05:00
uniform mat4 _LightMatrix0;
uniform vec4 _MainTex_ST;
uniform mat4 _Object2World;
uniform vec4 _Scale;
uniform float _SquashAmount;
uniform vec4 _SquashPlaneNormal;
uniform float _TimeX;
uniform vec4 _Wind;
uniform mat4 _World2Object;
uniform vec3 _WorldSpaceCameraPos;
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 unity_Scale;
attribute vec4 TANGENT;
varying vec4 xlv_FOG;
2012-10-07 23:41:18 -04:00
void main ()
{
vec4 tmpvar_1;
vec4 tmpvar_2;
float tmpvar_3;
tmpvar_3 = (1.0 - abs(TANGENT.w));
vec4 tmpvar_4;
tmpvar_4.w = 0.0;
tmpvar_4.xyz = gl_Normal;
vec4 tmpvar_5;
tmpvar_5.yw = vec2(0.0, 0.0);
tmpvar_5.x = gl_Normal.z;
tmpvar_5.z = -(gl_Normal.x);
vec4 tmpvar_6;
tmpvar_6 = (gl_Vertex + ((TANGENT * gl_ModelViewMatrixInverseTranspose) * tmpvar_3));
vec3 tmpvar_7;
tmpvar_7 = mix (gl_Normal, normalize((tmpvar_4 * gl_ModelViewMatrixInverseTranspose)).xyz, vec3(tmpvar_3));
vec4 tmpvar_8;
tmpvar_8.w = -1.0;
tmpvar_8.xyz = normalize((tmpvar_5 * gl_ModelViewMatrixInverseTranspose)).xyz;
vec4 tmpvar_9;
tmpvar_9 = mix (TANGENT, tmpvar_8, vec4(tmpvar_3));
tmpvar_1.w = tmpvar_6.w;
tmpvar_2.w = tmpvar_9.w;
tmpvar_1.xyz = (tmpvar_6.xyz * _Scale.xyz);
vec4 pos_10;
pos_10.w = tmpvar_1.w;
vec3 bend_11;
float tmpvar_12;
tmpvar_12 = (dot (_Object2World[3].xyz, vec3(1.0, 1.0, 1.0)) + gl_Color.x);
vec2 tmpvar_13;
tmpvar_13.x = dot (tmpvar_1.xyz, vec3((gl_Color.y + tmpvar_12)));
tmpvar_13.y = tmpvar_12;
vec4 tmpvar_14;
2014-02-11 02:06:13 -05:00
tmpvar_14 = abs(((
fract((((
fract(((_TimeX + tmpvar_13).xxyy * vec4(1.975, 0.793, 0.375, 0.193)))
* 2.0) - 1.0) + 0.5))
* 2.0) - 1.0));
2012-10-07 23:41:18 -04:00
vec4 tmpvar_15;
tmpvar_15 = ((tmpvar_14 * tmpvar_14) * (3.0 - (2.0 * tmpvar_14)));
vec2 tmpvar_16;
tmpvar_16 = (tmpvar_15.xz + tmpvar_15.yw);
bend_11.xz = ((gl_Color.y * 0.1) * tmpvar_7).xz;
bend_11.y = (gl_MultiTexCoord1.y * 0.3);
2014-02-11 02:06:13 -05:00
pos_10.xyz = (tmpvar_1.xyz + ((
(tmpvar_16.xyx * bend_11)
+
((_Wind.xyz * tmpvar_16.y) * gl_MultiTexCoord1.y)
) * _Wind.w));
2012-10-07 23:41:18 -04:00
pos_10.xyz = (pos_10.xyz + (gl_MultiTexCoord1.x * _Wind.xyz));
vec3 tmpvar_17;
tmpvar_17.xz = vec2(0.0, 0.0);
tmpvar_17.y = _SquashPlaneNormal.w;
vec3 tmpvar_18;
2014-02-11 02:06:13 -05:00
tmpvar_18 = mix ((pos_10.xyz + (
dot (_SquashPlaneNormal.xyz, (tmpvar_17 - pos_10.xyz))
* _SquashPlaneNormal.xyz)), pos_10.xyz, vec3(_SquashAmount));
2012-10-07 23:41:18 -04:00
vec4 tmpvar_19;
tmpvar_19.w = 1.0;
tmpvar_19.xyz = tmpvar_18;
tmpvar_1 = tmpvar_19;
vec4 tmpvar_20;
tmpvar_20.xyz = (gl_Color.w * _Color.xyz);
tmpvar_20.w = _Color.w;
vec3 tmpvar_21;
tmpvar_21 = normalize(tmpvar_7);
tmpvar_2.xyz = normalize(tmpvar_9.xyz);
vec4 tmpvar_22;
tmpvar_22 = (gl_ModelViewProjectionMatrix * tmpvar_19);
vec3 tmpvar_23;
tmpvar_23 = (((tmpvar_21.yzx * tmpvar_2.zxy) - (tmpvar_21.zxy * tmpvar_2.yzx)) * tmpvar_9.w);
mat3 tmpvar_24;
tmpvar_24[0].x = tmpvar_2.x;
tmpvar_24[0].y = tmpvar_23.x;
tmpvar_24[0].z = tmpvar_21.x;
tmpvar_24[1].x = tmpvar_2.y;
tmpvar_24[1].y = tmpvar_23.y;
tmpvar_24[1].z = tmpvar_21.y;
tmpvar_24[2].x = tmpvar_2.z;
tmpvar_24[2].y = tmpvar_23.z;
tmpvar_24[2].z = tmpvar_21.z;
vec4 tmpvar_25;
tmpvar_25.w = 1.0;
tmpvar_25.xyz = _WorldSpaceCameraPos;
gl_Position = tmpvar_22;
vec4 tmpvar_26;
tmpvar_26.yzw = vec3(0.0, 0.0, 0.0);
tmpvar_26.x = tmpvar_22.z;
xlv_FOG = tmpvar_26;
vec4 tmpvar_27;
tmpvar_27.zw = vec2(0.0, 0.0);
tmpvar_27.xy = ((gl_MultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
gl_TexCoord[0] = tmpvar_27;
gl_FrontColor = tmpvar_20;
vec4 tmpvar_28;
tmpvar_28.w = 0.0;
2014-02-11 02:06:13 -05:00
tmpvar_28.xyz = (tmpvar_24 * ((
(_World2Object * _WorldSpaceLightPos0)
.xyz * unity_Scale.w) - tmpvar_18));
2012-10-07 23:41:18 -04:00
gl_TexCoord[1] = tmpvar_28;
vec4 tmpvar_29;
tmpvar_29.w = 0.0;
2014-02-11 02:06:13 -05:00
tmpvar_29.xyz = (tmpvar_24 * ((
(_World2Object * tmpvar_25)
.xyz * unity_Scale.w) - tmpvar_18));
2012-10-07 23:41:18 -04:00
gl_TexCoord[2] = tmpvar_29;
vec4 tmpvar_30;
tmpvar_30.w = 0.0;
tmpvar_30.xyz = (_LightMatrix0 * (_Object2World * tmpvar_19)).xyz;
gl_TexCoord[3] = tmpvar_30;
}
2014-02-11 02:06:13 -05:00
// inputs: 6, stats: 79 alu 0 tex 0 flow