bgfx/3rdparty/glsl-optimizer/tests/vertex/opt-unroll-ir.txt

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2012-10-07 23:41:18 -04:00
struct appdata_full {
vec4 vertex;
vec3 normal;
};
struct v2f {
vec4 pos;
vec3 backContrib;
vec3 nl;
};
uniform float _TranslucencyViewDependency;
uniform vec3 _TerrainTreeLightDirections[4];
v2f vert (
in appdata_full v_1
)
{
int j_2;
vec3 viewDir_3;
v2f o_4;
vec4 tmpvar_5;
tmpvar_5 = v_1.vertex;
o_4.pos = tmpvar_5;
vec3 tmpvar_6;
tmpvar_6 = v_1.vertex.xyz;
viewDir_3 = tmpvar_6;
int tmpvar_7;
tmpvar_7 = 0;
j_2 = tmpvar_7;
while (true) {
float backContrib_8;
float nl_9;
vec3 lightDir_10;
if (!((j_2 < 3))) {
break;
};
vec3 tmpvar_11;
tmpvar_11 = _TerrainTreeLightDirections[j_2];
lightDir_10 = tmpvar_11;
float tmpvar_12;
tmpvar_12 = dot (v_1.normal, lightDir_10);
float tmpvar_13;
tmpvar_13 = tmpvar_12;
nl_9 = tmpvar_13;
float tmpvar_14;
tmpvar_14 = dot (viewDir_3, -(lightDir_10));
float tmpvar_15;
tmpvar_15 = tmpvar_14;
backContrib_8 = tmpvar_15;
float tmpvar_16;
tmpvar_16 = mix (-(nl_9), backContrib_8, _TranslucencyViewDependency);
float tmpvar_17;
tmpvar_17 = tmpvar_16;
o_4.backContrib[j_2] = tmpvar_17;
float tmpvar_18;
tmpvar_18 = max (0.0, ((nl_9 * 0.6) + 0.4));
float tmpvar_19;
tmpvar_19 = tmpvar_18;
o_4.nl[j_2] = tmpvar_19;
int _post_incdec_tmp_20;
_post_incdec_tmp_20 = j_2;
int tmpvar_21;
tmpvar_21 = (j_2 + 1);
j_2 = tmpvar_21;
};
return o_4;
}
void main ()
{
appdata_full xlt_v_22;
v2f xl_retval_23;
vec4 tmpvar_24;
tmpvar_24 = gl_Vertex;
xlt_v_22.vertex = tmpvar_24;
vec3 tmpvar_25;
tmpvar_25 = gl_Normal;
xlt_v_22.normal = tmpvar_25;
v2f tmpvar_26;
tmpvar_26 = vert (xlt_v_22);
v2f tmpvar_27;
tmpvar_27 = tmpvar_26;
xl_retval_23 = tmpvar_27;
vec4 tmpvar_28;
tmpvar_28 = xl_retval_23.pos;
gl_Position = tmpvar_28;
vec4 tmpvar_29;
tmpvar_29.w = 0.0;
tmpvar_29.xyz = xl_retval_23.backContrib.xyz;
vec4 tmpvar_30;
tmpvar_30 = tmpvar_29;
gl_TexCoord[2] = tmpvar_30;
vec4 tmpvar_31;
tmpvar_31.w = 0.0;
tmpvar_31.xyz = xl_retval_23.nl.xyz;
vec4 tmpvar_32;
tmpvar_32 = tmpvar_31;
gl_TexCoord[3] = tmpvar_32;
}